Climb (Str; Armor Check
Penalty)
Check: With
a successful Climb check, you can advance up, down, or across a slope, a wall,
or some other steep incline (or even a ceiling with handholds) at one-quarter
your normal speed. A slope is considered to be any incline at an angle
measuring less than 60 degrees; a wall is any incline at an angle measuring 60
degrees or more.
A Climb check that fails by 4
or less means that you make no progress, and one that fails by 5 or more means
that you fall from whatever height you have already attained.
A climber’s kit gives you a
+2 circumstance bonus on Climb checks.
Using the Climb Skill is one
of those happy little checks that just makes me excited. As a Dungeon Master it
means that I have a player who is putting himself at risk which is fun beyond measure
for me; and as a Player it means that I’ve got something important going on. Both
situations mean that the game is moving forward.
When to Use this Skill
Now I don’t like the
delineation marker between a wall and an incline being 60 degrees, so for my
games I’ve always used the delineation as a wall being 90 degrees from the
horizontal. It works better for the conceptualization of a wall. That demarcation
might not sound like much since both an incline and a wall might require a
Climb check, but it is important for determining a player character’s bonuses
and penalties to the check.
Determining when to use the
Climb check for a wall is pretty straightforward: do you want to climb the
wall, then roll. So let’s talk about when to call for the check on the incline.
According to OSHA guidelines (see Stairways and Ladders page 13) a stairwell has to be used at 30 degrees from the
horizontal and can be used up to 50 degrees from horizontal. By using that as
our guideline we can determine that things become difficult for our players’
characters starting at the 30 degree line. But do we call for a Check then?
No.
While the stairwell guideline
is good for determining where things get difficult it does not indicate a point
at which a check must be made. Steep Hills are well within the stairwell guidelines,
and while the going is tough it would be foolish to call such a hike a climb.
For our purposes it is best to use the danger zone as our indicator for when to
call for a Climb check. This means that for an incline of 51 degrees to 90
degrees we can safely call for a Climb check without worrying that we’re
needlessly wasting time.
In the description of the
Climb Skill we’re given a chart that’s supposed to provide us with the appropriate
difficulty class (DC) for the check. Here’s the original chart:
I don’t like that chart.
Anything that is below a DC of ten should not have a check attached to it –
because when you ascribe a value to that activity some asshole is going to make
his players roll to beat it. Instead the example chart should look like this:
How to Use this Skill When
Being Attacked
. . . You need both hands
free to climb, but you may cling to a wall with one hand while you cast a spell
or take some other action that requires only one hand. While climbing, you
can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any).
You also can’t use a shield while climbing . . . (SRD, Skills I, Climb)
I’ve never been a fan of the
idea that you need to have two hands to climb as I’ve done it with only one
hand and I’ve seen enough one armed folk climb to know that it can be done. Now
is it more difficult? Absolutely, but it can be done.
Now let’s talk about fighting
in this situation.
While it’s reasonable to
assume that a character who has a one handed weapon can use it to fend off an
aggressor. It’s also very hard to imagine that the character will have an easy
time of hanging onto the incline or plane – unless he’s throwing something at
an enemy. It is not only possible, but surprisingly easy to hang from a tree, a
rocky outcropping, or even your neighbor’s roof and chuck rocks at your friends
to get their attention without falling.
Modifying the Check
Unlike the Appraise Skill there isn’t a lot that other players can do to help your character in their
climb attempts. Sure they can tie knots at one foot intervals on the rope providing
your character with a circumstance bonus of 2 or you can use climbing which
adds a circumstance bonus of 2; but other than those two actions there isn’t a
lot that other characters can do to help you out as climbing is a one man
activity.
By contrast, however, there
is a lot that can be done that will negatively impact your character’s ability
to climb; greasing the walls, heavy rain, loose rocks, ice, snow, fire, tar,
moss, and the like all provide negative modifiers, and they all stack. So if
you’re foolish enough to climb a frozen mountain side that’s on fire you have
no one but yourself to blame for rolling at a - 6 modifier.
. . . Any time you take
damage while climbing, make a Climb check against the DC of the slope or wall.
Failure means you fall from your current height and sustain the appropriate
falling damage . . . (SRD, Skills I, Climb)
I really cannot adequately express
how much I dislike this rule. Instead of
wasting my time with remembering all the fucking modifiers that I’ve set up I handle
this situation in the simplest fashion I know: 10 + damage = DC. This speeds up
play and I’m all about that.
. . . Making Your Own
Handholds and Footholds: You can make
your own handholds and footholds by pounding pitons into a wall. Doing so takes
1 minute per piton, and one piton is needed per 3 feet of distance. As with any
surface that offers handholds and footholds, a wall with pitons in it has a DC
of 15. In the same way, a climber with a handaxe or similar implement can cut
handholds in an ice wall . . . (SRD, Skills I, Climb)
From what I’ve been able to
understand if you’re using pitons the distance isn’t really the main point
because you can go 10, 20, or even 30 feet in between each use – cause they’re
not really helping you climb as much as they are preventing you from hitting
the ground when you fall. So realistically using a piton doesn’t help you
climb, but it does help you aid another player in climbing as they’re used in
aid climbing.
When Things Go Wrong
. . . Catching Yourself
When Falling: It’s practically impossible to catch yourself on a wall while
falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to
catch yourself on a slope (DC = slope’s DC + 10).
Catching a Falling
Character While Climbing: If someone
climbing above you or adjacent to you falls, you can attempt to catch the
falling character if he or she is within your reach. Doing so requires a
successful melee touch attack against the falling character (though he or she
can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you
must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates
that you catch the falling character, but his or her total weight, including
equipment, cannot exceed your heavy load limit or you automatically fall. If you
fail your Climb check by 4 or less, you fail to stop the character’s fall but
don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop
the character’s fall and begin falling as well . . . (SRD, Skills I, Climb)
When someone falls near me,
and we’ve not used pitons and rope, his ass is hitting the ground. There is no
reason for anyone to attempt to catch another player because you’re only going to
get both of you killed. I know that sounds cruel, but if you’re climbing in the
game you have to make the determination of survival over foolish acts of
bravery.
Remember: discretion is the
better part of valor. Besides, you can always loot the body on your way out.
. . . Action: Climbing is part of movement, so it’s generally part
of a move action (and may be combined with other types of movement in a move
action). Each move action that includes any climbing requires a separate Climb
check. Catching yourself or another falling character doesn’t take an action.
Special: You can use a rope to haul a character upward (or
lower a character) through sheer strength. You can lift double your maximum
load in this manner . . . (SRD, Skills I, Climb)
The bad thing about that
Special descriptor there is that it adds a greater emphasis to maintaining your
character’s weight, including all their gear. And it never fails that when I
call for that, that someone hasn’t been keeping up with it. My solution: I add –
2 to the check for each minute that we have to wait.
If you’ve enjoyed this
article you can find similar ones on the Skill Checks Page and can catch up with
all my past thoughts on Third Edition Game Mechanics. As always, thank you for reading, Google pluses, commenting, sharing and linking to my
articles. Hope to see you again when the next one comes out!