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<blockquote data-quote="Amaroq" data-source="post: 5175526" data-attributes="member: 15470"><p>Are you willing to re-write rather than convert?</p><p></p><p>How are you imagining the rope bridge?</p><p></p><p>I typically write out my DC's with a bit more "range" to them than simple "success or failure", and I also hate "failure equals death" scenarios, so I'd come up with something like this:</p><p></p><p>Bridge: Entering the first square of the bridge ends a characters Move action. When beginning a Standard action or Move action while on the bridge, the character must make an Acrobatics check as below.</p><p></p><p>Jostled: when a character falls Prone, takes a Run move action, or catches themselves from Falling while on the bridge, the bridge begins to sway violently. This gives those on the bridge a -5 penalty to all Skill Checks and Falling saving throws until the start of this character's next turn. This penalty does not stack, but can be extended by further jostle actions.</p><p></p><p>Jostle the bridge: Anybody adjacent to the bridge can inflict the "Jostled" status on the bridge as a Standard action. Anybody on the bridge can inflict the "Jostled" status on the bridge as a Move action.</p><p></p><p>Any character who exceeds 2 squares of movement while on the bridge, in a single turn, automatically Jostles the bridge.</p><p></p><p>On bridge: Acrobatics Check as part of any Standard action or Move action:</p><p> - DC <= 3: Fall</p><p> - DC 4-7: Grant Combat Advantage, unable to move or stand from Prone</p><p> - DC 8-12: Slowed, maximum walk of 1.</p><p> - DC 13-17: Slowed, maximum shift of 1, walk of 2, or run of 3.</p><p> - DC 18-22: Slowed, maximum shift of 1, walk of 2, or run of 4.</p><p> - DC 23+: May take their full Move. However, exceeding 2 squares of movement jostles the bridge.</p><p></p><p>Falling: Make a Saving Throw</p><p> - DC <= 4: now falling / unsupported in the air. Takes 10d10 damage at start of his next turn (<em>when he lands in the water below</em>). </p><p> - DC 5: grabs onto edge of rope bridge, hanging beneath the bridge. </p><p> - DC 10: falls prone on the bridge</p><p>(<em>Any result of DC 5 or higher Jostles the bridge.</em>)</p><p></p><p>Hanging: automatically grant Combat Advantage.</p><p>Athletics Check as part of any Standard action or Move action:</p><p> - DC <= 1: Fall</p><p> - DC 2-7: Unable to move or pull oneself up</p><p> - DC 8-14: Can "hand over hand" move 1 square.</p><p> - DC 15: Can pull self up to prone on the bridge, or hand-over-hand move 2 squares.</p><p></p><p>Starting one's third or later turn while Hanging requires an Endurance check:</p><p> - DC <= 3: Fall</p><p> - DC 4-8: Immobilized, cannot pull self up.</p><p> - DC >= 9: Can take a full set of actions this turn. </p><p>Apply the number of turns the person has been hanging as a penalty to this check.</p><p></p><p>Pull someone up: Standard action, Athletics Check, on the bridge</p><p> - DC 10: grants the target an automatic success on his next Endurance check, and a +2 bonus to his next "pull myself up" check.</p><p> - DC 15: grants the target an automatic success on his next Endurance check, and a +5 bonus to his next "pull myself up" check. </p><p><em>More than one character can apply these bonuses to a single target; the target may not take "hand over hand" movement.</em></p></blockquote><p></p>
[QUOTE="Amaroq, post: 5175526, member: 15470"] Are you willing to re-write rather than convert? How are you imagining the rope bridge? I typically write out my DC's with a bit more "range" to them than simple "success or failure", and I also hate "failure equals death" scenarios, so I'd come up with something like this: Bridge: Entering the first square of the bridge ends a characters Move action. When beginning a Standard action or Move action while on the bridge, the character must make an Acrobatics check as below. Jostled: when a character falls Prone, takes a Run move action, or catches themselves from Falling while on the bridge, the bridge begins to sway violently. This gives those on the bridge a -5 penalty to all Skill Checks and Falling saving throws until the start of this character's next turn. This penalty does not stack, but can be extended by further jostle actions. Jostle the bridge: Anybody adjacent to the bridge can inflict the "Jostled" status on the bridge as a Standard action. Anybody on the bridge can inflict the "Jostled" status on the bridge as a Move action. Any character who exceeds 2 squares of movement while on the bridge, in a single turn, automatically Jostles the bridge. On bridge: Acrobatics Check as part of any Standard action or Move action: - DC <= 3: Fall - DC 4-7: Grant Combat Advantage, unable to move or stand from Prone - DC 8-12: Slowed, maximum walk of 1. - DC 13-17: Slowed, maximum shift of 1, walk of 2, or run of 3. - DC 18-22: Slowed, maximum shift of 1, walk of 2, or run of 4. - DC 23+: May take their full Move. However, exceeding 2 squares of movement jostles the bridge. Falling: Make a Saving Throw - DC <= 4: now falling / unsupported in the air. Takes 10d10 damage at start of his next turn ([I]when he lands in the water below[/I]). - DC 5: grabs onto edge of rope bridge, hanging beneath the bridge. - DC 10: falls prone on the bridge ([I]Any result of DC 5 or higher Jostles the bridge.[/I]) Hanging: automatically grant Combat Advantage. Athletics Check as part of any Standard action or Move action: - DC <= 1: Fall - DC 2-7: Unable to move or pull oneself up - DC 8-14: Can "hand over hand" move 1 square. - DC 15: Can pull self up to prone on the bridge, or hand-over-hand move 2 squares. Starting one's third or later turn while Hanging requires an Endurance check: - DC <= 3: Fall - DC 4-8: Immobilized, cannot pull self up. - DC >= 9: Can take a full set of actions this turn. Apply the number of turns the person has been hanging as a penalty to this check. Pull someone up: Standard action, Athletics Check, on the bridge - DC 10: grants the target an automatic success on his next Endurance check, and a +2 bonus to his next "pull myself up" check. - DC 15: grants the target an automatic success on his next Endurance check, and a +5 bonus to his next "pull myself up" check. [I]More than one character can apply these bonuses to a single target; the target may not take "hand over hand" movement.[/I] [/QUOTE]
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