Do you go to the dungeon?

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rules:climbing [2019-04-03 12:43] – [Abseiling Climb] sandrarules:climbing [2019-04-23 21:20] sandra
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 === Fighting or Distraction === === Fighting or Distraction ===
  
-Athletics (study for DC).+Strength (study for DC).
  
-Level three thief **Second Story Work** get advantage.+Level three thief **Second Story Work** gets expertise on their strength roll at this route, if they don't already have expertise in strength.
  
 Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground. Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground.
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 === Fighting or Distraction  === === Fighting or Distraction  ===
  
-Athletics (study for DC).+Strength (study for DC).
  
-Level three thief **Second Story Work** get advantage.+Level three thief **Second Story Work** gets expertise on their strength roll at this route, if they don't already have expertise in strength.
  
 Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground. Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground.
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 === Fighting, Distraction or lack of Rope === === Fighting, Distraction or lack of Rope ===
  
-Athletics (study for DC).+Strength (study for DC).
  
-Level three thief **Second Story Work** get advantage.+Level three thief **Second Story Work** gets expertise on their strength roll at this route, if they don't already have expertise in strength.
  
 Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground. Level nine monk **Unarmored Movement** can run here without if they are unencumbered but when their movement ends they need to roll to grab hold, or be on solid ground.
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 === Unencumbered === === Unencumbered ===
  
-Athletics (study for DC).+Strength (study for DC).
  
-Level three thief **Second Story Work** get advantage.+Level three thief **Second Story Work** gets expertise on their strength roll at this route, if they don't already have expertise in strength.
  
 ==== Human Limit Climb ==== ==== Human Limit Climb ====
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 === Unencumbered & Second Story Work === === Unencumbered & Second Story Work ===
  
-Athletics (study for DC).+Strength (study for DC).
  
 ==== Superhuman Climb ==== ==== Superhuman Climb ====
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 === Unencumbered & Second Story Work === === Unencumbered & Second Story Work ===
  
-Athletics (study for DC).+Strength (study for DC).
  
 ==== Climbing on a Giant or other monster ==== ==== Climbing on a Giant or other monster ====
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 No route studying needed. No route studying needed.
  
-For the initial climb, "athlobatics" vs their acrobatics. (They are trying to shake you off.) +For the initial climb, "strexterity" vs their dexterity. (They are trying to shake you off.) 
-One you're up there, "athlobatics" vs their athletics to stay on there. (They are trying to scrape you off or knock you off.)+One you're up there, "strexterity" vs their strength to stay on there. (They are trying to scrape you off or knock you off.)
  
 Vice versa when tiny creatures climb on you. Vice versa when tiny creatures climb on you.
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 ===== Studying ===== ===== Studying =====
  
-Unencumbered:+==== Unencumbered ====
  
 Six seconds or less: DC 20 with disad\\ Six seconds or less: DC 20 with disad\\
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 More than 1 hour: DC 5\\ More than 1 hour: DC 5\\
  
-Encumberedadds 5 to DC+(Memory trickLimits are at 1 round, 10 rounds, 100 rounds, 1 hour, and you need to go strictly longer than the limit to go to the next difficulty class.) 
-Heavy encumbered: instead adds 10 to DC.+ 
 +You can only study what you have light. If you come to a dark patch you need to re-light it so you can study more and make a new roll.
  
 Why are the DCs the same even for harder routes? Don't worry about it being too easy, even though the DC is the same, the consequences are more dangerous. Why are the DCs the same even for harder routes? Don't worry about it being too easy, even though the DC is the same, the consequences are more dangerous.
  
-===== Spider Climb spell, or monster with Climbing speed =====+==== Encumbered ==== 
  
-Don'worry you can easily traverse any of these w/o rolling.+Encumbered adds 5 to DC. 
 +Heavy encumbered instead adds 10 to DC. 
 +This is only for abseiling or sloped climbs, harder climbs you can'be encumbered. 
 + 
 +==== DC capped routes ==== 
 + 
 +Some routes have a minimum DC that you can't go under. You'll know as soon as you hit it. 
 + 
 +For example if there's a DC 15 wall. You would see as soon as you had studied it for more than one minute that there is no way to climb it easier than 15 and wouldn't have to waste more time studying it. (Because the DM will tell you.) 
 + 
 +These come from modules (Tomb of A have some routes like this), never from the natural veins. 
 + 
 +===== Spider Climb spell, or monster with Climbing speed =====
  
 +Don't worry you can easily traverse any of these w/o rolling, except climbing on a Giant or other monster.