Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
rules:climbing [2019-04-03 12:56] – [Spider Climb spell, or monster with Climbing speed] sandrarules:climbing [2020-02-23 19:14] – [Encumbered] sandra
Line 1: Line 1:
 ====== Climbing ====== ====== Climbing ======
 +A lot of this is from Veins of the Earth, fantastic book♥
 ===== Route Types ===== ===== Route Types =====
 ==== Abseiling Climb ==== ==== Abseiling Climb ====
Line 8: Line 9:
 === 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.
Line 25: Line 26:
 === 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.
Line 43: Line 44:
 === 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.
Line 59: Line 60:
 === 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 ====
Line 71: Line 72:
 === Unencumbered & Second Story Work === === Unencumbered & Second Story Work ===
  
-Athletics (study for DC).+Strength (study for DC).
  
 ==== Superhuman Climb ==== ==== Superhuman Climb ====
Line 81: Line 82:
 === 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 ====
Line 87: Line 88:
 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.
Line 96: Line 97:
 ==== Unencumbered ==== ==== Unencumbered ====
  
-Six seconds or less: DC 20 with disad\\ +No studying: DC 20\\ 
-One minute or less: DC 20\\ +10 minutes studying: DC 10
-10 minutes or less: DC 15\\ +
-1 hour or less: DC 10\\ +
-More than 1 hour: DC 5\\+
  
-(Memory trick: Limits 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.) 
  
-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. 
  
 ==== Encumbered ====  ==== Encumbered ==== 
Line 112: Line 106:
 Encumbered adds 5 to DC. Encumbered adds 5 to DC.
 Heavy encumbered instead adds 10 to DC. Heavy encumbered instead adds 10 to DC.
 +This is only for abseiling or sloped climbs, harder climbs you can't succeed if you're encumbered.
  
 ==== DC capped routes ==== ==== DC capped routes ====
  
-Some routes have a minimum DC that you can't go under. You'll know as soon as you hit it. +Some routes have a minimum DC that you can't go under.
- +
-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. These come from modules (Tomb of A have some routes like this), never from the natural veins.