Do you go to the dungeon?

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rules:climbing [2019-04-03 12:42] sandrarules: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 ====
-=== Rope (already fastened up there) & Peac & Quiet ===+=== Rope (already fastened up there) & Peace & Quiet ===
  
 No roll needed. No roll needed.
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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\\ +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\\+
  
-Encumbered: adds 5 to DC. 
-Heavy encumbered: instead adds 10 to DC. 
  
-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'succeed if you're encumbered. 
 + 
 +==== DC capped routes ==== 
 + 
 +Some routes have a minimum DC that you can't go under. 
 + 
 +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 routes 1,2,3 w/o rolling, except climbing on a Giant or other monster.