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#7 |
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Join Date: Sep 2007
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Action 2, Exploits, pg 19 has a paragraph on swinging. Note that it's concerned with swinging to a specific location on the other side of the rope's reach. (Just swinging back and forth is indeed easy; given those rules, that happens even on a failure.)
Acrobatics presumably comes in for the leap-and-stand-up-again to land on the other side. Swinging out and dropping (say, into a pond for swimming) is presumably easier that reaching the edge of a chasm at equal height, since you don't need to regain your posture or even hit a specific target (other than avoiding your fellow skinny-dippers). But I didn't see any rules drawing that distinction. When consulting your own experience, don't forget the +4 TDM for non-adventuring situations. DF 2, Dungeons, pg 8, repeats the rules from Action 2. DF 16, Wilderness Adventures, pg 29: Some notes on the effective length and strength of natural vines. PU2, Perks, p16: The No Nuisance Rolls Perk uses swinging as one example application, avoiding endless rolls to properly attach your webs or find convenient vines or whatever while travelling. Supers, p31: Repeats the Swinging Perk (probably its original appearance). Page 84 has a box on Swinging with some more detailed calculations on line length and effective Move while swinging, as well as the realistic process to spot upcoming attachment points, hit that target, make your swing, etc., for continuous travel. P99, in the section "Four-Color Roleplaying", suggests as an example for cinematic combat not requiring a roll for swinging on a chandelier, but just letting the super do their thing. |
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| Tags |
| acrobatics, action, martial arts, swinging |
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