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How far can you climb per action?
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<blockquote data-quote="Ovinomancer" data-source="post: 7888681" data-attributes="member: 16814"><p>I'm of the school that DCs should be based on the action intended, which also includes stake setting. In this case, the note that the wall was DC 10 would be a baseline note for me to use to adjudicate actions. If a player declared they wanted to just use their normal movement up the wall, my note would help me say this was an easy challenge with low stakes, so DC 10, failure means you lose half your climb distance as you encounter a difficult stretch.</p><p></p><p>If the action declared was an attempt to make the climb in one go, I'd look at what's possible normally and decide if it's possible to do this. In the OP case, I would. But, this seems like a "hard" thing to do and pretty risky, so I'd set the DC at 20, success meaning you gain the window, failure meaning you fall. In this case, I'd set the fall distance at 60 ft -- where normal movement would have gotten you.</p><p></p><p>I don't like using the die to determine range of outcome. I prefer to let players tell me what the PCs try, and then setting a DC appropriate to the task. The dice then are succeed/fail on what the players attempt. Using high rolls to extend success margins (or vice versa) feels like reducing the player's input to the fiction. To me, YMMV.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7888681, member: 16814"] I'm of the school that DCs should be based on the action intended, which also includes stake setting. In this case, the note that the wall was DC 10 would be a baseline note for me to use to adjudicate actions. If a player declared they wanted to just use their normal movement up the wall, my note would help me say this was an easy challenge with low stakes, so DC 10, failure means you lose half your climb distance as you encounter a difficult stretch. If the action declared was an attempt to make the climb in one go, I'd look at what's possible normally and decide if it's possible to do this. In the OP case, I would. But, this seems like a "hard" thing to do and pretty risky, so I'd set the DC at 20, success meaning you gain the window, failure meaning you fall. In this case, I'd set the fall distance at 60 ft -- where normal movement would have gotten you. I don't like using the die to determine range of outcome. I prefer to let players tell me what the PCs try, and then setting a DC appropriate to the task. The dice then are succeed/fail on what the players attempt. Using high rolls to extend success margins (or vice versa) feels like reducing the player's input to the fiction. To me, YMMV. [/QUOTE]
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How far can you climb per action?
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