Introduction
While musing on the thief class my thoughts came back frequently to climbing as an example of the howling
void taking tenure where proper rules should be found governing the many activities that class supposedly excels at.
Modern DnD design, besides shunning any structure outside of combat, aims
to explode the paradigm of niche protection by shoving a wedge into
probability. A whole party will happily be allowed to suspend themselves from
the rafters, no matter their class or physical condition, so long as the players
wish it and, at most, the proper roll is effected to the satisfaction of a
DMs knee-jerked perception of task difficulty.
This was the topic that launched a thousand (well, twenty or so) posts, driving me to attempt to pour some heated rule tar amid the gaping cracks in the system as wantingly presented. By revisiting this I hold up my hands in admission that my efforts were not a success but, in keeping with the gentle cushioning philosophy the rulebooks kindly profess, I can but believe that I’ve been failing forward somehow. Despite my best wishes for effortless perfection, the passing of time makes plain the need for a reheating of the copper plates where these house rules are etched, that another round of hammering may take place.
I’ve shifted my view around from climbing being a feat of pure strength to linking its main progress roll to dexterity. The previous iteration’s principle of roll maximalism is kept though, with climbing being an epitome of athletic pursuit, steps having been made to engage all of a character’s
physical attributes through a single reiterated roll and effort put in
to drive down the act’s lethality without defusing its sense of danger. I hope to have not just streamlined but better captured the game feel of this feat this time around.
The Crunchy Bits
Free Climbing
- Vertical surfaces deemed to be
climbable will have a DC range, ideally determined through some sort of method. A character
needs to possess a Dexterity score equal or exceeding the DC in order to be
able to attempt a climb.
- A climb’s DC reflects not just
its sparsity of handholds, but also its slope and how taxing it is upon the climber: a character whose Strength does not meet or exceed the DC will have
his progress roll capped by the attribute score. The DC will also have
implications in how long a climber’s stamina can hold up (see below).
- Climbing Roll: each
round, a Dexterity (Acrobatics)
check determines the movement in feet managed by the climber. This is a
progress roll, not made against any DC per se and thus with no failure
conditions, though it can be fumbled (see below).
Stamina and Exhaustion
Climbing being a strenuous
activity means that it can only be sustained for a limited time, with a character
running a serious risk of falling prey to exhaustion during an ascent lacking natural ledges or outcrops of some sort to afford the possibility of rest.
- A climber’s stamina will hold
for a number of rolls equal to the character's Constitution score (for an easy-to-hard
climb) or CON modifier (for very hard climbs);
- Once the stamina threshold is
exceeded a character has overexerted himself and exhaustion begins to mount:
the character’s exhaustion level is increased whenever an unadjusted progress
roll exceeds the climber’s Constitution score.
- As the climber alights on a perch and takes a ten minute rest the first level of exhaustion acquired through overexertion will be recovered and the character's stamina regained, allowing further climbing efforts to be attempted.
Interaction with Skills
- Characters trained in either
Athletics or Acrobatics add the proficiency modifier to their effective
Dexterity for the purpose of determining what surfaces they are able to climb;
- The Acrobatics skill adds its
modifier to the climbing roll;
- The Athletics skill increases
both stamina and, if applicable, the maximum cap on climbing speed per round.
Falling (or “what the crowd came here to see”)
- An unadjusted “1” result during
the climbing roll will mean the climber’s hold has slipped, the character has
taken an ill-calculated risk or simply encountered unexpected give in the rock
face, needing to test his balance to remain lodged to the surface, becoming endangered:
- While endangered, the character
will immediately need to make a Dexterity
saving throw, DC as per the climb’s difficulty, with success meaning the
character spends the round scrambling to hug the rock face, eventually resecuring
himself and allowing progress to be resumed the next round. A character that fails
the saving throw must immediately repeat it at a halved DC, rounded down. If this too is a failure the character plummets to the ground.
“Should Heights Care About Level?”
The old school way of thinking
would seem to point to “no, not really”.
The levelled character has doubtlessly gotten better at remaining attached to
vertical surfaces, possibly to the point of his fall being flat-out unlikely
but at the end of the day mortality still presents as the relatable benchmark.
I remain deeply dissatisfied with
the rules for falling damage included in the present rulebook, tasting like nothing
but a holdover that hearkens back to a past of low hit-point totals, presently
ensuring that a fall from 20 feet will kill exactly no one that’s made it to
second level. Yet, attempts to update the damage curves seem to lead to a
design conundrum: either the average damage is low and thus falls remain eminently survivable to levelled characters or the average is high and we shoot
straight to the point of death being a foregone certainty not worth rolling
for. It has to start off tame but escalate in a fashion that is at once
threatening yet not entirely hope crushing.
As such, falling damage follows an
apocryphal interpretation of the traditional damage progression and also treats
all damage dice as explodable, so as
to ensure levelled characters remain healthily wary of heights.
Distance Fallen
|
Additional damage
|
Total damage
rolled
|
10 feet
|
1d6
|
1d6 (1-6)
|
20
feet
|
2d6
|
3d6 (3-18)
|
30 feet
|
3d6
|
6d6 (6-36)
|
40
feet
|
4d6
|
10d6 (10-60)
|
50 feet
|
5d6
|
15d6 (15-90)
|
60
feet
|
6d6
|
21d6 (21-126)
|
(the other, rather
more ergonomically conservative option that dawned on me being a
straightforward save-or-dismemberment, bypassing the hit-point mechanic
entirely)
Aided Climbing
For protected climbs, a climber
can either rely on pitons and a belayer or rope his fortune to that of his
comrades.
A piton arresting a fall will
work as intended on a 1-3 in d4 for the first piton, a d6 for the
second if the first should fail and so on.
After this, a belayer attempting
to arrest a falling comrade must roll a Strength check, DC equal to half the total
distance fallen from the slipping point to the catching point below the piton. Each
additional belayer decreases the DC by 5.
If two climbers are roped
together during a climb and a fall occurs it can be prevented through a DC 15 Strength
Saving Throw made by the character immediately above (or below if the pointsman
is the one who falls). If the situation involves more than two characters roped
together, keep rolling for each consecutively affected companion, increasing
the DC by 5 for each subsequent attempt.
Arrested falls still
deal damage, though at a scale of flat d4s rather than exploding d6s.
Closing Thoughts - A Mountain of a Problem
Further efforts from my part as regards this topic will probably follow in the key of defining limited climbs as usable setpieces at the table. Despite greater and better efforts than mine own, the wider scope rendition of montaineering remains as yet an unsolved problem at large.
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