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Climbing and falling
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8088597" data-attributes="member: 15882"><p>So, I used to be a climbing instructor and having, made routes in gyms, as well as climbed outdoors, I can tell you the difficulty of a climb is determined by the crux of the problem.</p><p></p><p>So, a climb can be a difficulty 5-8 but be considered a 5-10 because there is one tricky 5-10 level move. So, I like to determine where the most difficult part of the climb is and, if they fail by 5 or more, that's where they fall from. If they fail by less than 5, that's where they get stuck and can then try to keep going or can down climb. You only get a couple of tries before you start suffering disadvantage because of fatigue. If you fail by 10, you probably didn't get very far. Unless it was a very long climb...</p><p></p><p>If you are proficient athletics, I'll let the player know where they'll fall from or they might have to make an INT check with their Athletics Proficiency to read the wall. Then they can know the risk.</p><p></p><p>For climbs 20 feet or lower, if there is no time crunch, I don't generally require a check if they have a knotted rope. The lowest strength a PC will have is 8 which is average so, unless they have a character trait that would suggest that they aren't of average weight for their height, they can just get up with help. I've seen 8 year olds climb a 20 foot knotted rope better than high school football players, even though the football players should have a higher 'athletics'. It's strength to mass ratio and technique that helps you climb but The game doesn't take that into consideration. So I assume all adventurers are 'fit'.</p><p></p><p>In a combat or a situation where you have to climb quickly or in a rush, a PC might have to make multiple checks - but they might be a different DCs.</p><p></p><p>For climbs higher than 20 feet, you have to make multiple checks. Constitution might come into play. There will be different DCs as they ascend and it might be treated as an extended test. Down climbing is almost always harder.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8088597, member: 15882"] So, I used to be a climbing instructor and having, made routes in gyms, as well as climbed outdoors, I can tell you the difficulty of a climb is determined by the crux of the problem. So, a climb can be a difficulty 5-8 but be considered a 5-10 because there is one tricky 5-10 level move. So, I like to determine where the most difficult part of the climb is and, if they fail by 5 or more, that's where they fall from. If they fail by less than 5, that's where they get stuck and can then try to keep going or can down climb. You only get a couple of tries before you start suffering disadvantage because of fatigue. If you fail by 10, you probably didn't get very far. Unless it was a very long climb... If you are proficient athletics, I'll let the player know where they'll fall from or they might have to make an INT check with their Athletics Proficiency to read the wall. Then they can know the risk. For climbs 20 feet or lower, if there is no time crunch, I don't generally require a check if they have a knotted rope. The lowest strength a PC will have is 8 which is average so, unless they have a character trait that would suggest that they aren't of average weight for their height, they can just get up with help. I've seen 8 year olds climb a 20 foot knotted rope better than high school football players, even though the football players should have a higher 'athletics'. It's strength to mass ratio and technique that helps you climb but The game doesn't take that into consideration. So I assume all adventurers are 'fit'. In a combat or a situation where you have to climb quickly or in a rush, a PC might have to make multiple checks - but they might be a different DCs. For climbs higher than 20 feet, you have to make multiple checks. Constitution might come into play. There will be different DCs as they ascend and it might be treated as an extended test. Down climbing is almost always harder. [/QUOTE]
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