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General Tabletop Discussion
*TTRPGs General
Does anyone put skill points in Jump and Climb?
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<blockquote data-quote="tarchon" data-source="post: 303224" data-attributes="member: 5990"><p>The answer is the one everybody's been saying. Spells costs spell slots; magic items cost money and magic item slots. Skills don't run out, or get dispelled, or depend on how well you suck up to the wizard in the party. Our monk is high in Climb and Jump, and he even has some Swim. He uses both Climb and Jump regularly. Swim doesn't come up as much, but it saved the monk's and the party's bacon on one major occasion.</p><p> </p><p>We got ambushed by trolls on a mountain trail over a river gorge. Three guys (half the party) went down before their inits, and the rest were gravely wounded. The monk, cornered by two trolls, realized that the unconscious sorcerer's lightning bolts were the only thing that would save us. So he picked up the limp sorcerer, leaped 70 feet* into the river below, and forced a healing potion down the sorc's throat while treading water. The sorcerer revived, cast a fly on himself, and flew up to blast the trolls, which were being futilely resisted by the cleric and the barbarian. The monk then, using his fantastic move, swam to the bank, climbed back up the cliff, and got back into the fight within (as I recall) 4 rounds or so.</p><p></p><p>We still had two fatalities (plus the barbarian's orc groom panicked and made an extremely fatal leap into the gorge, rather than face the trolls), but it would have been a total party wipeout without those monk skills. Well, I guess the monk could have gotten away in any case, but everybody else would have been troll coldcuts. The monk is in fact the only long-standing party member who hasn't had to be raised at some point.</p><p></p><p>* 20 ft from water, 30 ft from Slow Fall, 10 ft for Jump check, 10 ft from Tumble check = 70 ft jump for no damage.</p></blockquote><p></p>
[QUOTE="tarchon, post: 303224, member: 5990"] The answer is the one everybody's been saying. Spells costs spell slots; magic items cost money and magic item slots. Skills don't run out, or get dispelled, or depend on how well you suck up to the wizard in the party. Our monk is high in Climb and Jump, and he even has some Swim. He uses both Climb and Jump regularly. Swim doesn't come up as much, but it saved the monk's and the party's bacon on one major occasion. We got ambushed by trolls on a mountain trail over a river gorge. Three guys (half the party) went down before their inits, and the rest were gravely wounded. The monk, cornered by two trolls, realized that the unconscious sorcerer's lightning bolts were the only thing that would save us. So he picked up the limp sorcerer, leaped 70 feet* into the river below, and forced a healing potion down the sorc's throat while treading water. The sorcerer revived, cast a fly on himself, and flew up to blast the trolls, which were being futilely resisted by the cleric and the barbarian. The monk then, using his fantastic move, swam to the bank, climbed back up the cliff, and got back into the fight within (as I recall) 4 rounds or so. We still had two fatalities (plus the barbarian's orc groom panicked and made an extremely fatal leap into the gorge, rather than face the trolls), but it would have been a total party wipeout without those monk skills. Well, I guess the monk could have gotten away in any case, but everybody else would have been troll coldcuts. The monk is in fact the only long-standing party member who hasn't had to be raised at some point. * 20 ft from water, 30 ft from Slow Fall, 10 ft for Jump check, 10 ft from Tumble check = 70 ft jump for no damage. [/QUOTE]
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Does anyone put skill points in Jump and Climb?
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