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Climbing and fighting on a mountain side
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<blockquote data-quote="AverageMojito" data-source="post: 8383920" data-attributes="member: 7031837"><p>First, it looks like a cool scene: ambushed while climbing a steepy snowy mountain. Here's my take on this.</p><p></p><p>I'd use the 5% chance you suggested (1 on a d20) as a "complication meter". Instead of stacking the odds against one character, I'd stack against the entire party. For every X feet/yards/minutes/hours they climb/spend, roll a d20. On a 1, add a complication. Next roll is a 1-2, then 1-3 etc. What's a complication? Whatever adds fun and tension to the scene.</p><p></p><p>I'm strongly against the whole "full plate treatment". We usually don't care at all what armor a character is using until they get their dream plate, and suddenly they suck at everything they used to do just fine. Let the armored tanks be. A plate has the same effect as a chainmail, disadvantage on stealth checks. Chances are everyone's backpacks are full of tools and junk that would make swimming, climbing and even running a real pain (you know, physics), yet we cast that aside everytime and choose to focus on the (not so) poor plate guy.</p><p></p><p>For the planned battle scene, I'd run it with as little checks as possible for movement. If I pictured it as a cinematic fight scene, that's how I'd want it to feel at the table!</p><p>Snow and rock and stuff should make everything difficult terrain, anyway, and the rope length is a limit of how far characters can go. I'd let the dirty play for the goblin ambush, not the mountain itself. The goblins can easily hide and move around with their bonus action, so they're gonna wreak havoc with ranged weapons and throw rocks to activate nasty little traps. I'd let the characters, player or non-player, affect the terrain to cause nasty things, not a failed climb check or a failed save. Play it cinematic! This is the time for light and mobile characters to shine, let them shine! Go with the flow of their (probably crazy) ideas of how they're closing the gap to reach the goblin duo pulling the lever under that big rock above their heads...</p></blockquote><p></p>
[QUOTE="AverageMojito, post: 8383920, member: 7031837"] First, it looks like a cool scene: ambushed while climbing a steepy snowy mountain. Here's my take on this. I'd use the 5% chance you suggested (1 on a d20) as a "complication meter". Instead of stacking the odds against one character, I'd stack against the entire party. For every X feet/yards/minutes/hours they climb/spend, roll a d20. On a 1, add a complication. Next roll is a 1-2, then 1-3 etc. What's a complication? Whatever adds fun and tension to the scene. I'm strongly against the whole "full plate treatment". We usually don't care at all what armor a character is using until they get their dream plate, and suddenly they suck at everything they used to do just fine. Let the armored tanks be. A plate has the same effect as a chainmail, disadvantage on stealth checks. Chances are everyone's backpacks are full of tools and junk that would make swimming, climbing and even running a real pain (you know, physics), yet we cast that aside everytime and choose to focus on the (not so) poor plate guy. For the planned battle scene, I'd run it with as little checks as possible for movement. If I pictured it as a cinematic fight scene, that's how I'd want it to feel at the table! Snow and rock and stuff should make everything difficult terrain, anyway, and the rope length is a limit of how far characters can go. I'd let the dirty play for the goblin ambush, not the mountain itself. The goblins can easily hide and move around with their bonus action, so they're gonna wreak havoc with ranged weapons and throw rocks to activate nasty little traps. I'd let the characters, player or non-player, affect the terrain to cause nasty things, not a failed climb check or a failed save. Play it cinematic! This is the time for light and mobile characters to shine, let them shine! Go with the flow of their (probably crazy) ideas of how they're closing the gap to reach the goblin duo pulling the lever under that big rock above their heads... [/QUOTE]
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