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Why would anyone want to play 1e?
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<blockquote data-quote="Flights of Fancy" data-source="post: 9676498" data-attributes="member: 7037975"><p>Yeah, that is part of what I was referring to. In the PHB it says you make a single check half-way through the climb. So, I think many tables ran it that way.</p><p></p><p>Say our 1st level thief with no armor is 95%, 90% for slightly slippery.</p><p>They have to climb a 30' wall.</p><p>According to the PHB, you make the check at 15' and only make a single check. Success you finish the climb, failure you fall.</p><p>According to the DMG, you make the check at 9', 18', and 27' (we'll be generous and say that is close enough to reach the top).</p><p>OR, you put them together...</p><p>You make the check at 4.5' (half the 9' for the round), then at 13.5' (half the next 9' increment), and 22.5'. You wouldn't make another check because that would be at 31.5'--past the 30' top.</p><p>OR, you do something entirely different LOL, after all it was AD&D...</p><p></p><p>Anyway, for this example (30') you have to make three checks according to the DMG (worst case), so odds of making the climb is 72.9% given a typical slightly-slippery dungeon wall. Putting the armor back on of course makes it much worse... just 70% per check or 34.3% to make three checks in a row.</p><p></p><p>But, in my experience, most DMs did a single check half-way, so 70% for the one check isn't horrible.</p><p></p><p>Of course, this is a reason (along with numerous pit traps) while most wizards knew <em>feather fall</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Flights of Fancy, post: 9676498, member: 7037975"] Yeah, that is part of what I was referring to. In the PHB it says you make a single check half-way through the climb. So, I think many tables ran it that way. Say our 1st level thief with no armor is 95%, 90% for slightly slippery. They have to climb a 30' wall. According to the PHB, you make the check at 15' and only make a single check. Success you finish the climb, failure you fall. According to the DMG, you make the check at 9', 18', and 27' (we'll be generous and say that is close enough to reach the top). OR, you put them together... You make the check at 4.5' (half the 9' for the round), then at 13.5' (half the next 9' increment), and 22.5'. You wouldn't make another check because that would be at 31.5'--past the 30' top. OR, you do something entirely different LOL, after all it was AD&D... Anyway, for this example (30') you have to make three checks according to the DMG (worst case), so odds of making the climb is 72.9% given a typical slightly-slippery dungeon wall. Putting the armor back on of course makes it much worse... just 70% per check or 34.3% to make three checks in a row. But, in my experience, most DMs did a single check half-way, so 70% for the one check isn't horrible. Of course, this is a reason (along with numerous pit traps) while most wizards knew [I]feather fall[/I]. ;) [/QUOTE]
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