| Stoj |
Hey, I'm relatively new to being a GM. I designed a challenge where my PC's will need to climb a 5 foot high pillar, jump a 5ft gap to a second pillar next to it which is 10 feet high, and climb that, and so on up to a 40 foot pillar (the pillars get higher in 5ft increments and are all 5ft apart from each other.
My question is how do I determine move speeds in this instance. You start with a 30ft move speed, and jump 5 feet across, leaving you with 25ft of movement left. The vertical climb, however, is made at 1/4 of your speed, so 7.5 feet is all you can climb in a round. Having already jumped 5 feet across, can you now only climb 2.5 feet high for a total of 7.5 ft movement, or would the 1/4 apply to the 25 remaining feet?
It's all a bit confusing for me, any help is appreciated.
| Scavion |
Your movement rate is reduced to 1/4th while climbing so when you finished jumping across and climbing you have 1.25 ft left to unreduce back to 5ft.
To jump the 5ft gap to the second pillar you'd need to make a DC10 acrobatics check to make it, jumping high enough to land on top without a running start is DC52, yeah the acrobatics rules are a little janked.
| Ciaran Barnes |
Is progress through the obstacle time sensitive? If not I would imagine that the PCs are taking as much time as they need. If they are being pursued, for example, then movement speed could be important. If not, then do not include it in your calculations.
With your distances I would not assume that they are climbing five feet. Instead I would assume that they are jumping, grabbing the next platform, and pulling themselves up. All in all, 1 round per platform at the very minimum, but most characters will take more time than that just due to caution.
The DC for a five foot standing jump should be 10. It is up to you if you want to require a check to grab the platform. After that the character has to pull itself or be pulled up onto the top of the platform. Then it is a move action to stand up.
There are multiple ways to handle this.
| Ravingdork |
I always thought you couldn't use multiple movement modes in the same move action.
You would move up to the pillar as one move action, then start climbing as another (with any excess movement from your first move action being wasted).
RedDogMT
|
I always thought you couldn't use multiple movement modes in the same move action.
You would move up to the pillar as one move action, then start climbing as another (with any excess movement from your first move action being wasted).
I do not believe there is a rule like that. It is more of a minor issue that can occur due to a game mechanic related to halved or quartered movement.
For example, if a giant spider (30' move, 30' climb) wanted to walk along the ground for 10' and then climb a 20' wall, I don't see any reason why one would disallow it in the same move action since the creature has the movement to use.
In the same sense, I don't see why a creature without a climb movement speed could not do the same. For instance a human (30' move) should be able to move 5' to a ladder and then climb 5' (or 10' at double climb speed).
| thorin001 |
This will not be quite the challenge you expect it to be. To jump from pillar to pillar is only DC 20. Even if they fail this it is only DC 5 to jump to the pillar and grab on to the edge. Climbing up from there requires a move action and DC 15 climb check.
The way this is set up there is unlikely to be any mixing of movement types within the round as there is no need to climb any actual distance.