| Monkplayer |
Here is the hillside hazard rules;
http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/ha zards/treacherous-hillside-cr-1
What is the save for the remaining 4 party members that are all tied together by rope, and 1 member fails the Acrobatic 10 check climbing down the hill?
Do the remaining party members make a reflex save as well but modified with a lower save? Is it a strength check instead of reflex save? Is it both a strength/reflex save?
What say you oh wise one?
| Avianfoo |
Firstly all the party members stepping onto the treacherous hillside have to make acrobatic checks and if that fails, reflex saves. I feel its unnecessary to add another reflex save into the mix.
I would rule a DC 10 strength check for the next in line. If that fails then the next in line does a strength check with a +2 DC. Continue until all fail and all roll down the mountain (roll on table for each individually) or that one strong character keeps everyone from falling.
| Claxon |
A party of trained adventures should probably know that if one person fails off a cliff that you want to sit down on the ground (possibly lay down) to prevent yourselves from being dragged off as well. If they have any tool to shove into the ground they would also shove those in and hang onto them. When they're reasonably certian that the movement is stopped, they can begin trying to pull the person back up with the rope. Alternatively, if the person who fell is good at climbing they can try to climb up the rope or available rock face to rejoin the party. I can't remember the exact term for this sort of thing, but it is pretty effective.
As far as how to run it in game terms, I'm not sure exactly. I would think in this case you could run it as a strength check or reflex save. But not a true strength check, if their light load is greater than the person (and their gear) that has fallen of I would say they're simply strong enough to resist being pulled without much effort. If it's greater than their light load, but less than their maximum lift overhead weight I would say they can stop themselves with a reflex save of with a good bonus (+4?) since this is just to reflex to use your muscles to stop the pull based on the hazards reflex DC. If the weight pulling at them is greater than their max lift overhead weight I'd give them a reflex save at the original DC with a +2 bonus to fall prone on the ground to resist being dragged and if they have a weapon in hand that can be plunged into the ground I'd probably add another +2 bonus. If this is failed then they go off the cliff with the first person adding to the amount of weight on that end. Then you move to the next person. Not necessarily the cleanest method of doing it, but I think it does a good job of representing what happens in real life.