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Climbing and fighting on a mountain side
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<blockquote data-quote="Swarmkeeper" data-source="post: 8383953" data-attributes="member: 6921763"><p>Cool and exciting challenge! Hope it goes well!</p><p></p><p>So here you are introducing new game mechanics that are likely unnecessary. At best they are adding to your workload to remember. At worst, they are potentially causing a disconnect between what the players know to be the Ability check rules and what you introduce at the table. I'd err on the side of consistency with the rules that are already established.</p><p></p><p>That said, ditch the d100 and simply go with - if there truly is a challenging circumstance such as wind, a section of the rock face that is crumbling, falling debris - a climbing check (PHB p182) with a low DC and/or advantage because they are tied together (Working Together PHB p175)</p><p>Also, falling 200 meters is pretty harsh. The rules (PHB p183) indicate that falling creatures suffer 1d6 bludgeoning damage for each 10 feet fallen (to a max of 20d6). If they are level 1, no death saves needed, they are dead by virtue of damage very likely being twice their max HP. Might want to rethink this part.</p><p></p><p></p><p>I think this would be best served by a check rather than a save. Not clear how you are differentiating prone vs down. Do you mean they fall from the platform <em>down </em>200 meters? Probably too harsh (see above)</p><p></p><p></p><p>Sounds fine.</p><p></p><p>Again, another situation where you might just call for a Dexterity (Acrobatics) check with a DC established on the fly based on distance rather than trying for some more complicated method that will cost you time and brain power while in the midst of a battle.</p><p></p><p>Can't fight is a bit harsh. Maybe instead: attacks are with Disadvantage until the dangling PC is secured.</p><p></p><p>Consider offering advantage if they are tied to another.</p><p></p><p>Consider allowing for a Strength check to prevent remaining PC from falling after the other two.</p><p></p><p>Sounds fun whatever you decide. Good luck!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8383953, member: 6921763"] Cool and exciting challenge! Hope it goes well! So here you are introducing new game mechanics that are likely unnecessary. At best they are adding to your workload to remember. At worst, they are potentially causing a disconnect between what the players know to be the Ability check rules and what you introduce at the table. I'd err on the side of consistency with the rules that are already established. That said, ditch the d100 and simply go with - if there truly is a challenging circumstance such as wind, a section of the rock face that is crumbling, falling debris - a climbing check (PHB p182) with a low DC and/or advantage because they are tied together (Working Together PHB p175) Also, falling 200 meters is pretty harsh. The rules (PHB p183) indicate that falling creatures suffer 1d6 bludgeoning damage for each 10 feet fallen (to a max of 20d6). If they are level 1, no death saves needed, they are dead by virtue of damage very likely being twice their max HP. Might want to rethink this part. I think this would be best served by a check rather than a save. Not clear how you are differentiating prone vs down. Do you mean they fall from the platform [I]down [/I]200 meters? Probably too harsh (see above) Sounds fine. Again, another situation where you might just call for a Dexterity (Acrobatics) check with a DC established on the fly based on distance rather than trying for some more complicated method that will cost you time and brain power while in the midst of a battle. Can't fight is a bit harsh. Maybe instead: attacks are with Disadvantage until the dangling PC is secured. Consider offering advantage if they are tied to another. Consider allowing for a Strength check to prevent remaining PC from falling after the other two. Sounds fun whatever you decide. Good luck! [/QUOTE]
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