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Climbing a tower rules 5e
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<blockquote data-quote="DND_Reborn" data-source="post: 8197459" data-attributes="member: 6987520"><p>LOL, thanks... I think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /></p><p></p><p></p><p>Sure, here they are for future reference:</p><p></p><p></p><p>So, let me ask you this. You have a STR 12, but you need to jump a gap 15 feet. How would <em>you</em> rule it?</p><p></p><p>Well, not quite, but in a way the designers of 5E have forced me to.</p><p></p><p>RAW, it is <em>IMPOSSIBLE</em>--<strong><em>IMPOSSIBLE</em></strong> mind you!--for a PC with a STR 12 to make a running jump of 15 feet. Because they have NO rules for it, no guideline on how to implement it.</p><p></p><p>The "rules" for jumping <strong>only </strong>allow you <em>to call a check</em> to (edited):</p><p>1. clear an obstacle or</p><p>2. attempt to not fall prone when you land in difficult terrain</p><p></p><p>That's it. Nothing else. So, we (myself and other DMs I know, anyway) are forced to ask for checks in situations not covered by the "rules".</p><p></p><p></p><p>No, it isn't. A 10-foot jump over land is nothing (technically, you could stumble and turn your ankle or something, but that is not meaningful consequence to failure--at least not immediately). A 10-foot jump over a pit filled with spikes, acid, snakes, or whatever (maybe a 100-foot deep pit...?) is not the same thing.</p><p></p><p>Oh, there I go with that bloody distance/height thing again... Guess I <em>am</em> consistent (one of the hallmarks of a good DM, IMO <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>When it comes to these judgement calls it comes down to a matter of perspective about the nature of your game. A lot of players want "heroic" PCs which do not worry about such mundane challenges and only call for checks if the events are truly dramatic. Cool, great for them! For myself (and others like me) I prefer my PCs to be heroes because they <em>DO</em> heroic and dangerous things--not just because the plot says so. I like a more "mundane" game and atmosphere in that sense.</p><p></p><p>So, I call for checks when I feel there is significant danger or consequences to failing--like falling to your death or serious injury. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8197459, member: 6987520"] LOL, thanks... I think. :confused: Sure, here they are for future reference: So, let me ask you this. You have a STR 12, but you need to jump a gap 15 feet. How would [I]you[/I] rule it? Well, not quite, but in a way the designers of 5E have forced me to. RAW, it is [I]IMPOSSIBLE[/I]--[B][I]IMPOSSIBLE[/I][/B] mind you!--for a PC with a STR 12 to make a running jump of 15 feet. Because they have NO rules for it, no guideline on how to implement it. The "rules" for jumping [B]only [/B]allow you [I]to call a check[/I] to (edited): 1. clear an obstacle or 2. attempt to not fall prone when you land in difficult terrain That's it. Nothing else. So, we (myself and other DMs I know, anyway) are forced to ask for checks in situations not covered by the "rules". No, it isn't. A 10-foot jump over land is nothing (technically, you could stumble and turn your ankle or something, but that is not meaningful consequence to failure--at least not immediately). A 10-foot jump over a pit filled with spikes, acid, snakes, or whatever (maybe a 100-foot deep pit...?) is not the same thing. Oh, there I go with that bloody distance/height thing again... Guess I [I]am[/I] consistent (one of the hallmarks of a good DM, IMO ;) ). When it comes to these judgement calls it comes down to a matter of perspective about the nature of your game. A lot of players want "heroic" PCs which do not worry about such mundane challenges and only call for checks if the events are truly dramatic. Cool, great for them! For myself (and others like me) I prefer my PCs to be heroes because they [I]DO[/I] heroic and dangerous things--not just because the plot says so. I like a more "mundane" game and atmosphere in that sense. So, I call for checks when I feel there is significant danger or consequences to failing--like falling to your death or serious injury. 🤷♂️ [/QUOTE]
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