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Climbing and fighting on a mountain side
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<blockquote data-quote="Stormonu" data-source="post: 8383883" data-attributes="member: 52734"><p>How deadly do you want this to be?</p><p></p><p>I’d drop the d100 roll for the guy in plate. That’s just punishing the warrior. Let the fighter have nice things.</p><p></p><p>The “fall on roll of 1” is a Jenga tower of doom. Someone is eventually going to fall, and you’re going to be rolling a lot of dice (6 dice with a regular move; on average, someone is going to fall for every round of regular 30’ movement or every two rounds of 15’ movement). I’d probably simplify that to a single Athletics/Acrobatics check DC 10 IF the character moves faster than 1/2 speed; failure means the character falls prone on the ledge, but if the check is failed by 4 or more the fall is off the edge. Characters can then play the risks of moving cautiously and being safe or risk moving quickly.</p><p></p><p>Also, may want to consider Concentration/Athletics/Acrobatics checks if a character gets hit while climbing. PCs and monsters, so players can attempt tactics to knock enemies off the mountain. Be aware that PCs/enemies might use ranged weapons or area attacks from static positions to clear lanes before moving on. </p><p></p><p>If you want this to be a running battle, you’ll need to introduce some element that makes the PCs want to keep moving - falling rocks/avalanches, bend & corners that enemies can’t be seen around, cover, a moving goal to chase, crumbling paths ahead/behind characters, etc. Note on the crumbling path - you’ll want to keep in mind characters moving at half speed and give them a chance to mostly move at slow speed, as long as its constant motion and they have to only “speed up” less than three times to make it safely through the gauntlet.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8383883, member: 52734"] How deadly do you want this to be? I’d drop the d100 roll for the guy in plate. That’s just punishing the warrior. Let the fighter have nice things. The “fall on roll of 1” is a Jenga tower of doom. Someone is eventually going to fall, and you’re going to be rolling a lot of dice (6 dice with a regular move; on average, someone is going to fall for every round of regular 30’ movement or every two rounds of 15’ movement). I’d probably simplify that to a single Athletics/Acrobatics check DC 10 IF the character moves faster than 1/2 speed; failure means the character falls prone on the ledge, but if the check is failed by 4 or more the fall is off the edge. Characters can then play the risks of moving cautiously and being safe or risk moving quickly. Also, may want to consider Concentration/Athletics/Acrobatics checks if a character gets hit while climbing. PCs and monsters, so players can attempt tactics to knock enemies off the mountain. Be aware that PCs/enemies might use ranged weapons or area attacks from static positions to clear lanes before moving on. If you want this to be a running battle, you’ll need to introduce some element that makes the PCs want to keep moving - falling rocks/avalanches, bend & corners that enemies can’t be seen around, cover, a moving goal to chase, crumbling paths ahead/behind characters, etc. Note on the crumbling path - you’ll want to keep in mind characters moving at half speed and give them a chance to mostly move at slow speed, as long as its constant motion and they have to only “speed up” less than three times to make it safely through the gauntlet. [/QUOTE]
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