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| rules:climbing [2019-04-23 19:52] – sandra | rules:climbing [2022-12-03 12:13] (current) – [Spider Climb spell, or monster with Climbing speed] sandra | ||
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| ====== Climbing ====== | ====== Climbing ====== | ||
| + | A lot of this is from Veins of the Earth, fantastic book♥ | ||
| ===== Route Types ===== | ===== Route Types ===== | ||
| ==== Abseiling Climb ==== | ==== Abseiling Climb ==== | ||
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| Strength (study for DC). | Strength (study for DC). | ||
| - | Level three thief **Second Story Work** | + | Level three thief **Second Story Work** |
| 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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| Strength (study for DC). | Strength (study for DC). | ||
| - | Level three thief **Second Story Work** | + | Level three thief **Second Story Work** |
| 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 45: | Line 46: | ||
| Strength (study for DC). | Strength (study for DC). | ||
| - | Level three thief **Second Story Work** | + | Level three thief **Second Story Work** |
| 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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| Strength (study for DC). | Strength (study for DC). | ||
| - | Level three thief **Second Story Work** | + | Level three thief **Second Story Work** |
| ==== Human Limit Climb ==== | ==== Human Limit Climb ==== | ||
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| ==== Unencumbered ==== | ==== Unencumbered ==== | ||
| - | Six seconds or less: DC 20 with disad\\ | + | No studying: DC 20\\ |
| - | One minute or less: DC 20\\ | + | 10 minutes |
| - | 10 minutes | + | |
| - | 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 ==== | ||
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| 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' | + | This is only for abseiling or sloped climbs, harder climbs you can' |
| ==== DC capped routes ==== | ==== DC capped routes ==== | ||
| - | Some routes have a minimum DC that you can't go under. | + | Some routes have a minimum DC that you can't go under. |
| - | + | ||
| - | For example if there' | + | |
| 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. | ||
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| ===== Spider Climb spell, or monster with Climbing speed ===== | ===== Spider Climb spell, or monster with Climbing speed ===== | ||
| - | Don't worry you can easily traverse | + | Don't worry you can easily traverse |
