Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Climbing a tower rules 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xetheral" data-source="post: 8198340" data-attributes="member: 6802765"><p>While I agree that, in the abstract, calling for a check does not add tension, I would note that the 80' climb in the OP is arguably <em>already tense</em>, with the tension created by the potential consequences of falling (pain, using up healing resources/time, death, plus the need to either face the risk again or change the plan). (I wouldn't personally call for a check for 80' because I think the use of a rope successfully reduced the difficulty of the task to auto-success: the PC chose an approach that obviated the risk, and the tension is resolved. Go PCs!) But adding an environmental factor like high wind as a justification to call for a check doesn't add tension either, because it doesn't change the stakes--it just makes it harder for the PCs to find an approach to resolve the inherent tension without a check.</p><p></p><p>While the above holds true for DM-presented obstacles, I think the decision whether or not to call for a check <em>can</em> add tension in a player-driven scene when the PCs are making strategic choices. For example, if the PCs are deciding between multiple routes to approach an encampment they plan to assault, if none of the routes are riskier than the others, then there is no tension in just picking whatever approach the PCs think will give them the most favorable odds in the ensuing combat. By contrast, if, say, one of the approaches would let the PCs take the high ground, but requires a risky climb with a chance of failure, there is tension in the choice of routes. The amount of tension in the choice of route isn't really affected by whether the need for a check comes from the height of the climb itself or from high wind.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 8198340, member: 6802765"] While I agree that, in the abstract, calling for a check does not add tension, I would note that the 80' climb in the OP is arguably [I]already tense[/I], with the tension created by the potential consequences of falling (pain, using up healing resources/time, death, plus the need to either face the risk again or change the plan). (I wouldn't personally call for a check for 80' because I think the use of a rope successfully reduced the difficulty of the task to auto-success: the PC chose an approach that obviated the risk, and the tension is resolved. Go PCs!) But adding an environmental factor like high wind as a justification to call for a check doesn't add tension either, because it doesn't change the stakes--it just makes it harder for the PCs to find an approach to resolve the inherent tension without a check. While the above holds true for DM-presented obstacles, I think the decision whether or not to call for a check [I]can[/I] add tension in a player-driven scene when the PCs are making strategic choices. For example, if the PCs are deciding between multiple routes to approach an encampment they plan to assault, if none of the routes are riskier than the others, then there is no tension in just picking whatever approach the PCs think will give them the most favorable odds in the ensuing combat. By contrast, if, say, one of the approaches would let the PCs take the high ground, but requires a risky climb with a chance of failure, there is tension in the choice of routes. The amount of tension in the choice of route isn't really affected by whether the need for a check comes from the height of the climb itself or from high wind. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Climbing a tower rules 5e
Top