Am I correct in assuming that each attempt to cross the fence costs him 10' of movement, so the dash action would allow up to 3 more attempts? (Edit: with current rolls, this would probably just end up with him looking like a keystone cop).
Am I correct in assuming that each attempt to cross the fence costs him 10' of movement, so the dash action would allow up to 3 more attempts? (Edit: with current rolls, this would probably just end up with him looking like a keystone cop).
[[LOL. It would take some time and effort to recover from the failed attempt, so only two attempts.]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
[[No. Climbing costs movement at double the normal cost, I'm rounding that down because I said the fence was only 7' high. It would cost 10' of movement to cross the fence anyway.]]
Consider, say 30' movement available
Run to fence, fail, why can he still run 20' elsewhere, but not try to scale the fence again? Can he move to another section and try again?
[[See above. If Brand were to successfully scale the fence, he would be at the end of his normal 30' of movement. I am letting him drop down from the fence for free.]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Sorry, I think I failed to ask the right question. Imagine someone at the fence, with 30' of movement available.
They try to scale it, and fail. How much movement do they have left? If more than 10'-15' why can't they try again?
Edit: also, if the fence is considered movement distance, does that mean a failed roll results in being part way up the fence, but not yet over?
In fact, isn't that what climbing is: just double movement costs?
Climbing, Swimming, and Crawling
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
[[If I hadn't asked for Brand to make a roll, then all it would be would be a movement cost. However, making a roll and failing should bring about some sort of penalty, which I am adjudicating as being a 5' movement penalty and therefore he would only get two rolls, if he failed on the first. If he succeeded on his first attempt, he would still have his remaining 20' of movement, with—as I said before—the downward fall being a free action.]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
1. Why the roll at all; it's not a difficult climb, not slippery, plenty of handholds, and as you know I hate rolls....
2. So...just so we are clear...that's possibly 3 rolls? First: move 20', has 10' left, tries climb...fails...now has 30' of Bonus movement, and is at fence...fails...has used up some movement? 7'+5'? So can try a second time ... fails a third time...now has lost another 7+5? So has 6' left? (Edit: another way to look at it: by the time he is at the fence, he has 40' of movement available...what are the consequences of each failure?)
3. As per my previous, when he fails does he have a chance of partial success, eg. being half way up, leg over etc etc.
Sorry to be a pain, just confused and not loving the dice rolls atm.
1. Why the roll at all; it's not a difficult climb, not slippery, plenty of handholds, and as you know I hate rolls....
[[It has a DC of 10 (i.e., easy), and he is running at speed and trying to do it quickly, the roll is justified. If he weren't in a hurry, the DC would be lower.]]
2. So...just so we are clear...that's possibly 3 rolls? First: move 20', has 10' left, tries climb...fails...now has 30' of Bonus movement, and is at fence...fails...has used up some movement? 7'+5'? So can try a second time ... fails a third time...now has lost another 7+5? So has 6' left?
[[Read the rules on climbing again. Each 1' upwards is considered 2' of movement, so the 7' of fence would actually equal 14', I am being lenient by saying it would only use 10' of movement. Also, if it were a difficult climb (i.e., difficult terrain) each 1' upwards would count as 3' of movement. It does not in this case.
Therefore, if he reaches the fence with 10' of his normal move remaining there are three possible results: 1) He successfully climbs the fence and is able to drop to the ground on the other side as a free action; 2) He fails to clear the fence by the end of the move and is partway way through the process; 3) He fails badly and is still at the bottom of the fence, perhaps to try something else as a Bonus Action.
Also, with the 5' movement penalty for failure and the 10' movement cost, there can be only 2 attempts to get over the fence in 30' of movement.]]
3. As per my previous, when he fails does he have a chance of partial success, eg. being half way up, leg over etc etc.
[[That would depend on how bad a fail and I will decide that, if it happens.]]
Sorry to be a pain, just confused and not loving the dice rolls atm.
[[I'm in the process of preparing for an online run tonight of the superhero scenario I have mentioned before, so responses may not be immediate.]]
]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
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Am I correct in assuming that each attempt to cross the fence costs him 10' of movement, so the dash action would allow up to 3 more attempts? (Edit: with current rolls, this would probably just end up with him looking like a keystone cop).
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Isn't that what the 10' movement loss is about?
Consider, say 30' movement available
Run to fence, fail, why can he still run 20' elsewhere, but not try to scale the fence again? Can he move to another section and try again?
Surely:
Consequence of success: 10' movement lost, he's over the fence
Consequence of failure: 10' movement lost, he's on this side.
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Sorry, I think I failed to ask the right question. Imagine someone at the fence, with 30' of movement available.
They try to scale it, and fail. How much movement do they have left? If more than 10'-15' why can't they try again?
Edit: also, if the fence is considered movement distance, does that mean a failed roll results in being part way up the fence, but not yet over?
In fact, isn't that what climbing is: just double movement costs?
Climbing, Swimming, and Crawling
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb, or a swimming speed and use it to swim. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
[[If I hadn't asked for Brand to make a roll, then all it would be would be a movement cost. However, making a roll and failing should bring about some sort of penalty, which I am adjudicating as being a 5' movement penalty and therefore he would only get two rolls, if he failed on the first. If he succeeded on his first attempt, he would still have his remaining 20' of movement, with—as I said before—the downward fall being a free action.]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
[[ So then
twothree more questions:1. Why the roll at all; it's not a difficult climb, not slippery, plenty of handholds, and as you know I hate rolls....
2. So...just so we are clear...that's possibly 3 rolls? First: move 20', has 10' left, tries climb...fails...now has 30' of Bonus movement, and is at fence...fails...has used up some movement? 7'+5'? So can try a second time ... fails a third time...now has lost another 7+5? So has 6' left? (Edit: another way to look at it: by the time he is at the fence, he has 40' of movement available...what are the consequences of each failure?)
3. As per my previous, when he fails does he have a chance of partial success, eg. being half way up, leg over etc etc.
Sorry to be a pain, just confused and not loving the dice rolls atm.
]]
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.