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Climbing a tower rules 5e
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<blockquote data-quote="Charlaquin" data-source="post: 8193670" data-attributes="member: 6779196"><p>The climb can be challenging to the PCs without necessarily requiring a check to resolve. In my opinion, if a check is happening, it should be because there are meaningful stakes. Something to lose if you fail. Otherwise, why bother?</p><p></p><p>I would much prefer the example narration over the same scene but where everyone rolls a d20 first. Why waste the table time rolling against a trivial DC, maybe having someone slip a bit, maybe take a point of rope burn damage, roll again, and pass? I’d rather narrate quickly past this and get to a scene with more interesting dramatic stakes faster. Or, increase the dramatic stakes in the rope climbing scene so it’s more interesting than “how many d20s will you have to roll before reaching the inevitable conclusion?”</p><p></p><p>That’s true regardless of what the rules actually say too. It’s your game, do what you want.</p><p></p><p>I don’t see the connection. What does the prevalence of magic have to do with it?</p><p></p><p>I don’t think many people would do most anything D&D adventures routinely do. But unless there’s some meaningful dramatic tension, I don’t want to waste time rolling dice to see how many times I fail to do the thing I’m guaranteed to eventually succeed at.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8193670, member: 6779196"] The climb can be challenging to the PCs without necessarily requiring a check to resolve. In my opinion, if a check is happening, it should be because there are meaningful stakes. Something to lose if you fail. Otherwise, why bother? I would much prefer the example narration over the same scene but where everyone rolls a d20 first. Why waste the table time rolling against a trivial DC, maybe having someone slip a bit, maybe take a point of rope burn damage, roll again, and pass? I’d rather narrate quickly past this and get to a scene with more interesting dramatic stakes faster. Or, increase the dramatic stakes in the rope climbing scene so it’s more interesting than “how many d20s will you have to roll before reaching the inevitable conclusion?” That’s true regardless of what the rules actually say too. It’s your game, do what you want. I don’t see the connection. What does the prevalence of magic have to do with it? I don’t think many people would do most anything D&D adventures routinely do. But unless there’s some meaningful dramatic tension, I don’t want to waste time rolling dice to see how many times I fail to do the thing I’m guaranteed to eventually succeed at. [/QUOTE]
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