Getting the AC boost with heavy armor is the unintended consequence, as I assume you wouldn't get the benefit in PnP. In other words, it's a coding oversight. You should get no AC boost from Tumble if wearing medium or heavy armor, IMO.AlmightyTDawg wrote:I play a light armor user with Tumble AC. It's not really an unintended consequence.
Tower -> large is only one point of AC. Tumble can easily be more. I thought the idea was to make heavy armor undesireable as well, by making it slow you down.AlmightyTDawg wrote:Bear in mind we're talking about hitting this from multiple directions at once - the tower shield for the fighter/cleric/tank mold, tumble for the monks, rogues, and multiclasses, and it ends up being in reasonably similar numbers.
Actually the people who *always* get hit the hardest are the rp'ers who do not try to game things and end up being even weaker than they were before. This is a general rule: Rules to prevent PG'ing hurt rp'ers more than PG'ers. If I recall correctly, my rogue/ranger has an AC of 10 + 4 for magic studded + 3 for dex + 1 for Tumble = 18. That's with two magic items, +1 armor and a +1 to dex item. Nuke Tumble, and she's at 17, without trying to "game" anything. Thanks.AlmightyTDawg wrote:Small tweaks to base classes, the people who'd get hit hardest are the inane multiclass combos trying to game things.

"Wild imbalance" = straw man. As it stands now, the system is balanced, it's just balanced at a high power level. What you are trying to do is rebalance it at a lower power level, but the problems of any rebalancing is a failure to take into account all of the effects, and increasing the complexity of the game, i.e. the learning curve necessary to make the PC you want. I've thought about rolling up a cleric, but I really don't want to bother to learn what ALFA did to the clerical spheres. I went with classes that seem to have been changed the least, and I doubt I'll pursue a PrC. Not only do I not want to bother to learn about the changes, I don't trust that they were done intelligently. I'll do the same in NWN2.AlmightyTDawg wrote:I guess I have a hard time seeing "learning curve" as a justfication for wild imbalance.
Do you really see a lot of expertise fighters out there who are getting ahead faster than others? In other words, is this really a problem, or just a perception?AlmightyTDawg wrote:Maybe it matters more to other people, and we could certainly change around expertise and improved expertise to have BAB requirements preventing them from being acquired at the low levels - seeing as they're not really part of a feat tree.
Then why bother to mess with it at all? You have to be 12th level to have 15 ranks, at which point you *should* have an extra point of AC.AlmightyTDawg wrote:It's tough to call it an exploit, because it's not just heavy or medium armor that limits it. Encumberance (of which NWN runs a decidedly weaker model), nor do we have the fight-defensively alternates to make it a better ability. Or what about my character who's basically a leather-wearing scout, but who can strap on the plate if you suddenly need a tank? As it is, by and large, I'd leave Tumble as it is, though might look for a way to top out the AC improvement at +1 at 5 ranks, or maybe even at 10 ranks.
This is my underlying point. Only make those changes that are absolutely necessary, and make sure you take all consequences into account. If ALFA is offended by the tower shield, fine, eliminate them. If Tumble is being used as an AC add by PC's wearing medium or heavy armor, then look for a way to eliminate the Tumble AC bonus when wearing medium or heavy armor. In other words, make sure your fixes only hit the intended target, and don't screw other people.