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Climbing and falling
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<blockquote data-quote="Shiroiken" data-source="post: 8086994" data-attributes="member: 6775477"><p>I generally only allow a single check to attempt anything, having the roll represent your maximum capability to perform that task. I always use the "if you fall if you fail by 5," so climbing is always a questionable task if it's difficult enough to require a roll. Note that not every climb should require a roll, and just like with jumping, I only require a roll if you don't meet a certain modifier. For example, a 0 modifier should still be able to climb a knotted rope without a roll. With a negative modifier or an unknotted rope, there would be a roll with a DC: 5 (not quite automatic, but still very probable). If you had a negative modifier and an unknotted rope, the DC would become a 10.</p><p></p><p> In the case of climbing outside of combat, a failed check means that you're stuck partway (usually about halfway). You can either return to the bottom (no check) or find someway to change the situation. The most common method would be that an ally helps you (using the help action or by providing a rope), which will allow a new roll based on the type of help. Other methods could be used, depending on the creativity and abilities of the character, but they usually provide a risk. You could attempt to jump to a new handhold, but failure would be an automatic fall. If you can teleport even a short distance, you would be at a new spot, but I'd require an Int/Athletics check to make sure you would be in a manageable position, with failure resulting in a fall.</p><p></p><p>In combat, I handling things a bit different due to the other circumstances. The DCs are generally easier, but you have to roll for every movement equivalent. For example, if you have a 30 ft movement, you'd have to make the check after every 15 ft. If you fail, you are stuck, and cannot move without jumping down (probibly leading to prone and falling damage) or spending your action to make another attempt. Admittedly, I seldom use a combat where climbing is necessary, but players like to think outside the box.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8086994, member: 6775477"] I generally only allow a single check to attempt anything, having the roll represent your maximum capability to perform that task. I always use the "if you fall if you fail by 5," so climbing is always a questionable task if it's difficult enough to require a roll. Note that not every climb should require a roll, and just like with jumping, I only require a roll if you don't meet a certain modifier. For example, a 0 modifier should still be able to climb a knotted rope without a roll. With a negative modifier or an unknotted rope, there would be a roll with a DC: 5 (not quite automatic, but still very probable). If you had a negative modifier and an unknotted rope, the DC would become a 10. In the case of climbing outside of combat, a failed check means that you're stuck partway (usually about halfway). You can either return to the bottom (no check) or find someway to change the situation. The most common method would be that an ally helps you (using the help action or by providing a rope), which will allow a new roll based on the type of help. Other methods could be used, depending on the creativity and abilities of the character, but they usually provide a risk. You could attempt to jump to a new handhold, but failure would be an automatic fall. If you can teleport even a short distance, you would be at a new spot, but I'd require an Int/Athletics check to make sure you would be in a manageable position, with failure resulting in a fall. In combat, I handling things a bit different due to the other circumstances. The DCs are generally easier, but you have to roll for every movement equivalent. For example, if you have a 30 ft movement, you'd have to make the check after every 15 ft. If you fail, you are stuck, and cannot move without jumping down (probibly leading to prone and falling damage) or spending your action to make another attempt. Admittedly, I seldom use a combat where climbing is necessary, but players like to think outside the box. [/QUOTE]
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