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How do I build an interesting climbing challenge/encounter? Tipps please!
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<blockquote data-quote="DEFCON 1" data-source="post: 7208316" data-attributes="member: 7006"><p>I think [MENTION=6778044]Ilbranteloth[/MENTION] is right on the money. If you map the climb route like you would a dungeon, you'll be able to plot out and lay out much of what he says. The description of each area as you reach it (and what is there to look at, grab, hold, use), the different pathways up, the different encounters at various "chambers" of the climb. And most importantly... treat a lot of the hand holds, shelves, outcroppings etc. the same way you might treat traps in a dungeon-- it's not enough to just say "I disarm the trap!" and then get told to make a Thieves' Tool check... you need to actually describe what it is you are doing first and *then* roll the check to see how well you accomplish it (and if what you were describing had nothing to do with what needed to be done, then the trap goes off regardless.) By the same token, the PCs need to describe how, where ropes are tied off, where they stand and grab, make Perception/Investigation/Survival checks to verify things, and *then* get to make Athletics checks (or Acrobatics whatever other checks you require instead) to see how well they accomplish it (and maybe giving Advantage or Disadvantage depending on their plans, what they saw etc.)</p><p></p><p>If you spend as much time building this climb as you would building a dungeon, I think you'll come up with something really memorable for your players. Best of luck!</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7208316, member: 7006"] I think [MENTION=6778044]Ilbranteloth[/MENTION] is right on the money. If you map the climb route like you would a dungeon, you'll be able to plot out and lay out much of what he says. The description of each area as you reach it (and what is there to look at, grab, hold, use), the different pathways up, the different encounters at various "chambers" of the climb. And most importantly... treat a lot of the hand holds, shelves, outcroppings etc. the same way you might treat traps in a dungeon-- it's not enough to just say "I disarm the trap!" and then get told to make a Thieves' Tool check... you need to actually describe what it is you are doing first and *then* roll the check to see how well you accomplish it (and if what you were describing had nothing to do with what needed to be done, then the trap goes off regardless.) By the same token, the PCs need to describe how, where ropes are tied off, where they stand and grab, make Perception/Investigation/Survival checks to verify things, and *then* get to make Athletics checks (or Acrobatics whatever other checks you require instead) to see how well they accomplish it (and maybe giving Advantage or Disadvantage depending on their plans, what they saw etc.) If you spend as much time building this climb as you would building a dungeon, I think you'll come up with something really memorable for your players. Best of luck! [/QUOTE]
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How do I build an interesting climbing challenge/encounter? Tipps please!
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