Home > Suggestions

Ropes and Climbing

After taking around two hundred damage trying to climb a rope near Sanctuary, I've come to the conclusion that changing how it's done may be an idea - basing it off tumble is fine, but does rather stop those classes who would traditionally manage to climb (barbarian, ranger, druids - wilderness based characters) from actually getting about as easily as they should IN the wilderness - the rogues scoring again.

Perhaps add in class modifiers, or just bonuses for certain classes, rather than a pure Tumble roll?

The way I see it, you're suggestion entails strictly defining what each class should be rather than defining the character on their skillset. Anyone WITH tumble should be able to climb a rope; a druid, ranger or barbarian with little or no tumble shouldn't be able to climb a rope, despite being 'outdoorsy' classes.

I do agree that druids arent given enough skillpoints, but that's a totally different issue and I'm sure the DM's have done work to balance it in different areas of the server.

My solution: change the penalties on failing a rope save, or make longer but not TOO dangerous alternative routes for those who cant climb a rope. I still think specific skills should determine who can climb, however.

Is it possible that ropes/walls just aren't working, like UMD, craft armor, persuade/intimidate/bluff and other features that require custom skill rolls?

Whether they are or not, there is no visible roll made.

Makes it really hard to tell if its just bad luck, or the system isn't working.

I've got a pretty good tumble and I fail climb checks constantly. I think the DCs are a bit high, but I'd like to see the roll to be honest, since you Should, after trying, be able to gague just how hard a climb is, where the visual "rope" just won't cut it.

It's just broken right now. All skill checks are broken. It needs to get fixed.

Crafting (changing appearance), scripted skill rolls, everything.

Even if it is broken now, I would like to suggest something.

In DnD, climbing is strenght based so It would be better if you could use either tumble check or discipline check. Discipline is not actually designed for anything like climbing, but it could do it for us when we do not have anything else.

gaa another rogue skill I need to invest in..sigh

I think the climbing rope DC is too high, especially when attempting it when not in combat.

They should work again though - see here

Zaldar gaa another rogue skill I need to invest in..sigh

You haven't been already? Ya know it helps your AC for every 5 ranks you put, yeah?

Thanks cawila, I always thought it was too high too. What was it? high 20s?

Has anyone seen The Princess Bride? I don't think Fezzik had all that many points in Tumble and he was able to climb up that long rope with two people on his back. The Dread Pirate Roberts on the other hand had loads of tumble, and soared up the rope at double or triple the speed Fezzik did but I'm almost sure he couldn't have done it with 2 people hanging onto his back.

There are other ways of climbing a rope than through dextrous means.

Just a thought.

djspectre
Zaldar gaa another rogue skill I need to invest in..sigh

You haven't been already? Ya know it helps your AC for every 5 ranks you put, yeah?

Nope move silently, hide, persuade, pick locks, spot, listen, and one or two others take all my skill points usually (and I still can't seem to hide worth crap...)

Why not use a semi-pnp check system.

you want:

armour check penalty AC str tumble

if AC is < 5 (light armour and chain shirts - i like chain shirts)

AND the character has tumble ranks > str bonus then Roll is Tumble based.

else

armour is not light and/or character has no ranks in tumble, then Roll is a (strenght check - Armour check penalty) vs DC X (which ultimately equates to a pnp rankless climb check, since climb is +str)

That'd mean that strenght based charatcers, in a fullplate could climb, with fun and have a Slightly better chance than because they have no tumble. Characters with no strenght and no tumble are as screwed as they are normally. Characters with high tumble climb more sucessfully than everyone else.

I like the idea, anyone else?

Seems like a good one to me

Just like with heal, if something can be quickly equipted/unequipted to increase your chances of success, people will do just that.

Maybe base it off encumbrance instead of AC, that means if you're wearing a light or medium armor and want to be able to tumble all over the place. . . you shouldn't really have a 200lb backpack on your back anyways.

Encumbrance instead of AC FTW!

Maybe- I can't say I like the idea, but it is that way in PnP. Although I still wouldn't like to see this happening in EfU at all. I'm already having a hard enough time with surviving without a movement speed reduction and a -6 check penalty.


Table: Carrying Capacity
Strength
Score 	Light Load 	Medium Load 	Heavy Load
18	100 lb. or less	101–200 lb.	201–300 lb.

Table: CARRYING LOADS
	                                    –—— Speed —–—
Load 	Max Dex 	Check Penalty 	(30 ft.)(20 ft.) Run
Medium	+3	          –3	        20 ft. 15 ft.    x4
Heavy	 +1	          –6	        20 ft. 15 ft.	 x3