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Climbing a tower rules 5e
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<blockquote data-quote="DND_Reborn" data-source="post: 8196770" data-attributes="member: 6987520"><p>Yeah, that's been the crux of the issue really: the debate of what constitutes difficulty and the need for a check.</p><p></p><p>I don't get why some posters feel that <em>their</em> interpretation is the correct version and refuse to acknowledge the other position is perfectly valid as well. <em>shrug</em></p><p></p><p>I mean, there are plenty of climbs where I am not going to ask for a climb check, like using a rope to pull yourself up over a 10' wall, for example. Sure, IRL there are a lot of people who probably couldn't do it, but with enough time and such I'll give PCs the benefit of the doubt, after all, a fall would only be 1d6 damage, insufficient to kill ANY PC except a sorcerer or wizard with CON 8 or lower... (assuming standard array). Now, if the PC had just 1 HP left... maybe, because a failure could lead to interesting complications since the damage would be enough to knock them out if they fell.</p><p></p><p>But 80 feet? Yeah, I am certainly asking for a check then, because it is basically saying how well can you avoid significant damage when facing this challenge. </p><p></p><p>Think of it like a trap. If the PC needs to make a check to disarm a trap, it is to avoid the damage (or whatever) the traps causes. Even given enough time without any other factors, I will still call for a check to avoid damage (if they failed by 5 or something?).</p><p></p><p>If the PC has plenty of time, other DMs might not bother with a check and just say "After a few minutes you disarm the trap" and move the story along.</p><p></p><p>Both work fine in my book depending on what type of game the DM is running.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8196770, member: 6987520"] Yeah, that's been the crux of the issue really: the debate of what constitutes difficulty and the need for a check. I don't get why some posters feel that [I]their[/I] interpretation is the correct version and refuse to acknowledge the other position is perfectly valid as well. [I]shrug[/I] I mean, there are plenty of climbs where I am not going to ask for a climb check, like using a rope to pull yourself up over a 10' wall, for example. Sure, IRL there are a lot of people who probably couldn't do it, but with enough time and such I'll give PCs the benefit of the doubt, after all, a fall would only be 1d6 damage, insufficient to kill ANY PC except a sorcerer or wizard with CON 8 or lower... (assuming standard array). Now, if the PC had just 1 HP left... maybe, because a failure could lead to interesting complications since the damage would be enough to knock them out if they fell. But 80 feet? Yeah, I am certainly asking for a check then, because it is basically saying how well can you avoid significant damage when facing this challenge. Think of it like a trap. If the PC needs to make a check to disarm a trap, it is to avoid the damage (or whatever) the traps causes. Even given enough time without any other factors, I will still call for a check to avoid damage (if they failed by 5 or something?). If the PC has plenty of time, other DMs might not bother with a check and just say "After a few minutes you disarm the trap" and move the story along. Both work fine in my book depending on what type of game the DM is running. [/QUOTE]
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