ARCHIVED TOPIC:
[ DMs Only ]
DATE: July 6, 2001

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Opposed Rolls

Sometimes instances arise during play when opposed rolls would show a more accurate reflection of the situation than a static DC set by the Dungeon Master or mandated by a core rulebook. Here are two example variants using opposed rolls. (I use both in my personal campaign.) Both take situations that are normally so easy a highly skilled character can virtually ignore them by 5th level ane make them at least a little risky, if not challenging. The downside is that they both require an additional die roll, which can slow things down slightly.

Tumble

Normally, when you are attempting to Tumble past someone, the DC is 15. When you want toTumble through them, the DC is 25. You can make this skill check into an opposed check by having the character you are tumbling past make an attack roll to oppose the Tumble check.

Thus, if you are attempting to get up to an ogre to attack without drawing an attack of opportunity (he has reach, so you're passing through a threatened area to get to him), you make a Tumble check and he makes an attack roll (+8 with his greatclub). If you are trying to Tumble through the area occupied by a foe, the opponent gets to add +10 to his attack roll (so the ogre adds +18 to his roll to generate the number you have to beat with your Tumble check).

This variant makes it much tougher to tumble past really tough foes, and easier to get by wimps. Any monk worth her salt can easily cartwheel through a band of kobolds, but getting by the dragon is very, very hard.

It is not fair to the tumbler, even in the interest of speeding things along, to use the same attack roll to determine the Tumble DC and the resulting opportunity attack if the tumbler doesn't roll high enough. If you did, the attacks that got through (because the opponent rolled high) would also usually hit (because the opponent rolled high).

Concentration

Casting defensively using the Concentration skill has a DC of 15 + spell level. Using this opposed check variant, the DC effectively becomes the threatening character's attack roll + the spell level.

So a wizard casting invisibility standing next to an ogre must make a check based on the ogre's attack roll plus 2 for the 2nd-level spell (d20 + 8 attack + 2 for spell level). As with the previous variant, this mechanic often makes this check harder, except when fighting very weak opponents.

 
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