Falling Icicle
Adventurer
5e doesn't have a take 20 rule, does it?
There's another, very different approach: just allow one check per challenge, and rework the narrative backwards. E.g. when a lock has DC at which you'd succeed with 30% probability, don't think of it as "if I try to pick this lock 100 times, I would succeed ~30 times", but instead think of it as "if I try to pick 100 locks similar to this, I would succeed with ~30 of them". In other words, you have ONE attempt, if you fail it means this lock is not one of those 30 locks you can pick.
5e doesn't have a take 20 rule, does it?
This is rather reminiscent of the old-school "one attempt per lock" mechanic, or however it specifically worked, and cannot for the life of me understand why it makes any sense. In such a world, how would a thief even get to the point of being able to pick locks with any regularity, if - on any given lock - they have exactly one attempt to get it right?
There are some sorta, you can find them under Multiple Ability Checks in DM Guidelines pg. 04;5e doesn't have a take 20 rule, does it?
Multiple Ability Checks: Sometimes a character fails an ability check and wants to try again. You have a couple of options in this case. In most cases, the character can simply try again. The only real cost is the time it takes. The character keeps trying and, after enough time passes, eventually succeeds. To speed things up, you can assume that a character can automatically succeed at a task if he or she spends twenty times the normal amount of time needed to complete it. This exception does not allow a character to turn an impossible task into a successful one. In other cases, the first failure renders subsequent ability checks impossible. For instance, a rogue tries to trick a town guard into thinking that the group members are undercover agents of the king. The rogue loses the contest of Charisma (Deception) against Wisdom. The same lie told again clearly won’t work.
I think that's in the ad/disad rules.
1) Makeshift tools - check at disadvantage
2) Standard tools - normal check
3) Masterwork tools - check at advantage
Probably better than a separate rule or each situation.
I don't agree that this should be where advantage/disadvantage should be used. Imagine a situation where an adventurer is climbing an icy stormy mountain with makeshift climbing gear. I think the icy and stormy conditions should provide the disadvantage not the makeshift tools.
There's another, very different approach: just allow one check per challenge, and rework the narrative backwards. E.g. when a lock has DC at which you'd succeed with 30% probability, don't think of it as "if I try to pick this lock 100 times, I would succeed ~30 times", but instead think of it as "if I try to pick 100 locks similar to this, I would succeed with ~30 of them". In other words, you have ONE attempt, if you fail it means this lock is not one of those 30 locks you can pick.
The question of time is another matter. The solution used in FATE is the best I have seen in play:
there's a time track (e.g. seconds-half a minute-minutes-15 minutes-an hour-hours-a day-days-a week-weeks--a month-months-a year-years-decades-a lifetime). The ref sets the target number and the expected time to accomplish an action. If the layer beats it with the roll, it can be done quicker by that many shifts; if they fail, they can succeed by taking the extra time.
So picking a lock might take a thief minutes, but beating it (let's say for each +2) can reduce that time. Researching a new spell might normally take years, but a successful roll might reduce that to a few months. It's a very clean system in play, but it would obviously need some tweaking to fit D&D.
No, that is the DC being set to climb that mountain. Conditions involved with the climb have always been the DC part of the formula, even from as far back as 1e.
d20SRD said:Climb (Str; Armor Check Penalty)
Check
With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
A climber’s kit gives you a +2 circumstance bonus on Climb checks.
The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.
Climb
DC Example Surface or Activity
0 A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
25 A rough surface, such as a natural rock wall or a brick wall.
25 An overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface cannot be climbed.
Climb DC
Modifier1 Example Surface or Activity
These modifiers are cumulative; use any that apply.
-10 Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
-5 Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing.
Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
Accelerated Climbing
You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).
Making Your Own Handholds and Footholds
You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.
Catching Yourself When Falling
It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10).
Catching a Falling Character While Climbing
If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
See also: epic usages of Climb.
Action
Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’t take an action.
Special
You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.