DCs to become Ninja Gaiden

Stalker0

Legend
If your familiar with the old Ninja Gaiyen games, you'll remember how Ryu could wall jump between two nearby falls to reach exceptional heights. I'm wondering, what kind of DCs would you assing to jump and tumble to achieve that kind of feat?
 

log in or register to remove this ad

thats an excellent question (and i don't think it would be possible to come up with DC's for the same manoever attempted on only wall... i remember doing that too.... it was always painful).

speaking from a bit of experience ( i jump a lot, including attempts between walls like that) i would definately have to say there are some strength checks that need to be made each time he pushes off the wall on the next one, because only your first initial jump is in fact a jump. The rest of your actions are feats of strength and i guess a little dexterity (balance maybe) because your turning every single time you move to another wall.


I would make it a strength check + half your jump modifier vs DC for a 10ft jump horizontally + a high jump of 5 feet up (maybe 3ft up per jump, it depends on your DM) + check attempt number (how many jumps youve done, it gets harder with each additional jump)
edit: in the numbers i changed it to a 5 foot horizontal jump because you are occupying 5 feet of the 10 ft space)

then make a climb check to hold the opposing wall good enough to brace for another jump (done it less then a second total)
likely between 15-25 for most straight walls (+5 if slippery)
if you fail your climb by 4 or less you are stuck holding the wall and cannot continue the jumping manoever, if you fail by 5 or more you fall.

Also, this would only be able to be attempted by a character carrying a light load... i cannot see anyone that is carryign enough to hamper movement somewhat being able to jump from wall to wall.

so a nice straight wall with lots of ample foot and hand holds would make the climb check a 15

and jumping in between should go something like this. (you could even thrown in a reflex save if you wanted, it would be appropriate)

jump check to jump up 5 feet in the air (with 20 ft running start) DC20
str + 1/2 jump check to shove yourself to opposing wall, 5 ft horiz plus 5 ft vert. DC 25
climb check to catch opposing wall. DC 15 (its a very nice wall :) )
str + 1/2 jump check to shove yourself to opposing wall, 5 ft horiz plus 5 ft vert. DC 26
at this point you would be 15ft above the ground with your hands roughly 20ft above the ground (you would not have the full 8 ft reach as the jumping recoils a certain amount of you to be coiled to get the strength to jump again.
And it should have taken roughly 40/45 points of movement. You would have to take this as a full round action and have both hands free (so double your movement points). Armor checks should be applied to every roll and if you take any damage throughout the course of the jump you must make a concentration check as well as a climb check to avoid falling. You cannot continue jumping after taking damage, and you must either climb up or start again.

etc etc... this is being generous in the regards to assuming you don't need the 20 foot running start because of the momentum of your initial run and push (which you lose if you don't catch the wall perfectly.)

so in the long run.... its really really hard... you would be a lot better off simply climbing up.
 
Last edited:

Damn, that game rocked. :)


I'd keep it simple - just use the climb skill.


DC 20 for a rough wall. Or DC 25 for a brick wall.

-10 to the DC for climbing a chimney or -5 for perpendicular walls. Depending on how the walls were laid out.

Probably throw in Accelerated climbing - move at half speed - -5 penalty to roll.

For a final DC between of 15 (rough, chimney layout) and 25 (brick, perpendicular)...


Simply use descriptives for all the flips and jumping?


On the fly, I'd rule out the use of climbing gear, but give a +2 or +4 coolness bonus depending on how good the characters balance, jump and tumble skills were...
 

a coolness bonus... ah... i played a dragonstorms game where we were rewarded for going in depth with many different things (ie our character descriptions, or in my case, every attack i did in combat had flavor that was different and rich, even building upon previous attacks positioning). As in yeah, we would get little bonuses from time to time for coolness or just for thinking up a clever tactic (like biting the enemy, using claws to sink in then using firebreathe as he is attached to my face).

I wish my DM did more of that kind of thing in our D&D we get like -2 penalties half the time for trying unorthodox tactics (sometimes its appropriate... like when i wrapped my grappling hook around an abboration that was climbing on the ceiling then did and opposed strength check and ripped him off of it).
 


Demoquin said:
If you check the epic handbook or CAdv or CW they cover this feat by calling it a DC 40 Tumble check, if i can recall correctly.

Except thats by far too high, unless parkour atheletes are level 20 or so. The suggestion to make it similar to climb seems very reasonable.
 

Demoquin said:
If you check the epic handbook or CAdv or CW they cover this feat by calling it a DC 40 Tumble check, if i can recall correctly.
ELH.

DC 50 tumble, but that's if the two surfaces are within 10' of eachother. That's quite a distance between jumps.

It's one of those things that seems artificially difficult just because it appeared in the epic level book, sort of like performing a kip up. A DC 30 or so check would seem more appropriate, assuming the surfaces are closer together.
 

ehren37 said:
Except thats by far too high, unless parkour atheletes are level 20 or so. The suggestion to make it similar to climb seems very reasonable.

Heh, yeah, apparently several martial arts movie stars are actually epic level monks. Who knew? :p
 

Sejs said:
ELH.

DC 50 tumble, but that's if the two surfaces are within 10' of eachother. That's quite a distance between jumps.

Not for a monk. My 14th level monk has a jump check +42. I can jump 21' feat long and 5 feet high without rolling and without running:)
 


Remove ads

Top