Maxperson
Morkus from Orkus
D&D:Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing. You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.Just to add to this, and to address some comments about skill systems (which have come from @Crimson Longinus and @Don Durito):
Here is the entry for Climbing skill in Burning Wheel Gold Revised (p 264):
This skill allows the character to navigate sheer surfaces using rope, harnesses and really strong finger muscles. In addition, rougher surfaces can be scaled with bare hands.
This is just DC.Obstacles: Easy climb (a rocky hill, a tree or a fence), Ob 1. Moderate climb (inclined rock wall, a treacherous tree), Ob 2. Difficult climb (straight rock wall), Ob 3. Dangerous climb (sheer rock wall), Ob 4. Impossible climb (ice climbing), Ob 5. Suicidal climb (bad conditions, overhangs, etc), Ob 7.
D&D doesn't say these two words, no.FoRKs: Knots, Rigging
Use strength.Skill Type: Physical
Rope and pitons are in the equipment portion of the book.Tools: Yes, expendable.
There's pretty much no difference between that and D&D. D&D just puts it in various areas and the mechanics refer to one another to give the simulation.This is what I expect a classic simulationist skill entry to look like: it identifies what the skill bonus represents (ie skill with climbing gear and/or strong fingers); it locates it within the broader context of possible actions (this is a physical skill, and it is aided by skills such as Knots and Rigging - Fields of Related Knowledge); and it characterises obstacles that the skill might be used to overcome (like different sorts of slopes and surfaces) in game-mechanical terms (the list of sample obstacles).
If that's simulationist, so is D&D's athletics skill used to climb.