Some people might say that, yes. It's the DM's call to say if the task (throw a grappling hook up 80 feet to catch the sill of a broken window) is possible or impossible or whether the outcome is uncertain. If the outcome is uncertain, the DM then needs to decide if there's a meaningful consequence for failure. If you can just keep retrying if you fail, then there's no meaningful consequence for failure and thus no roll. You just succeed if you spend the time on it.Except, that as some pointed out, tossing it 80 feet up might have been too far in the first place, and would need someone to risk climbing, no knotted rope, and hook it first.
But yes I agree, if there is no meaningful consequence they just succeed.Some people might say that, yes. It's the DM's call to say if the task (throw a grappling hook up 80 feet to catch the sill of a broken window) is possible or impossible or whether the outcome is uncertain. If the outcome is uncertain, the DM then needs to decide if there's a meaningful consequence for failure. If you can just keep retrying if you fail, then there's no meaningful consequence for failure and thus no roll. You just succeed if you spend the time on it.
DMG, page 238, "Difficulty Class" offers guidance here. The main takeaway is that if the only DCs you ever use in your game 10, 15, or 20, the game will run just fine. It's up to you to decide if this climb with loose bricks and few handholds is easy, moderate, or hard based on how the PCs undertake the climb (the approach). They should be reasonably specific about how they do it so it's easier for you to decide. A given approach might make the climb easier - and thus have a lower DC - than another approach.So, what would be a fair DC for someone to climb an old, crumbling tower wall with loose bricks and few handholds? 80 feet.
That's key information. There was no time pressure. And, as I'm reading "no immediate guards", there was no threat of being discovered while breaking in.Because my brother kept bringing it and his insistence on 3.x rules, which was only complicating stuff in my brain. I wanted a CHANCE of falling, that's all. Not instant success but enough to make you think twice. They had no time constraints and no immediate guards.
We were going under the assumption of "climb at half speed" rule. Which would have been 3 checks for that particular distance. I said DC 12 which was moderate difficulty. It could just as easily have been 10 or 8 though.DMG, page 238, "Difficulty Class" offers guidance here. The main takeaway is that if the only DCs you ever use in your game 10, 15, or 20, the game will run just fine. It's up to you to decide if this climb with loose bricks and few handholds is easy, moderate, or hard based on how the PCs undertake the climb (the approach). They should be reasonably specific about how they do it so it's easier for you to decide. A given approach might make the climb easier - and thus have a lower DC - than another approach.
There's nothing in the D&D 5e rules that suggest the players need to make ability checks for every given increment of movement. This can be resolved with a single check, if an ability check is needed at all.We were going under the assumption of "climb at half speed" rule. Which would have been 3 checks for that particular distance. I said DC 12 which was moderate difficulty. It could just as easily have been 10 or 8 though.
I do think an ability check is need if a single PC wanted to climb the old tower. I WANT a penalty and fear of falling. But you've guys helped answer lots of questionsThere's nothing in the D&D 5e rules that suggest the players need to make ability checks for every given increment of movement. This can be resolved with a single check, if an ability check is needed at all.
I recommend never using multiple checks when one check will do. Speed just tells you how long it will take to climb, which if there’s no time pressure is irrelevant. Just establish the stakes of the roll (you’ll fall, taking Xd6 damage and land prone at the bottom) and call for the check. If you want, you can tie the amount of fall damage to the result on the roll, or just use the median, which on an 80 ft. climb would be 4d6.We were going under the assumption of "climb at half speed" rule. Which would have been 3 checks for that particular distance. I said DC 12 which was moderate difficulty. It could just as easily have been 10 or 8 though.
Sure. I get it. If you ask for three checks though, you should expect the players to do exactly what they did - avoid climbing - since the chance of failure goes up with each additional check. In the face of the DM's ruling, that is the right course of action in my view.I do think an ability check is need if a single PC wanted to climb the old tower. I WANT a penalty and fear of falling. But you've guys helped answer lots of questions