Climbing Damage?

Started by Hatsune24, October 25, 2013, 02:49:22 AM

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Hatsune24

This may have been addressed in the past, but I couldn't find anything specifically regarding climbing's damage.  I really like the climbing system, for the most part! It makes it interesting in areas, provides good mobility.  I even understand the natural 1 thing as a critical failure. Always a chance to slip.

However, I don't like the fact that the climb skill has nothing to do with the output damage for a slip. Sure, theres a risk, but there should be something in the skill that warrants the training a skilled climber, with equipment might have.  Can there not be a way that the damage is influenced by the check, and the respective DC?

Example: One of my side characters recently was doing the climbing quest. Level 4 Sorcerer. With buffs, including Jump, and Stat Buffs, and EFUSS Ranks, I had a +48 Climb modifier. Using A Grappling hook, I had a DC 16 to climb upward. Rolled a 1, 22 damage, Instant death for a average con caster.

Just seems a little unrealistic, to me... I can understand the need for risk, but when your skill and equipment used so Out-weigh the DC, shouldn't there be reduced damage of some sort.

I'd suggest something along the lines of a scaling damage based on first, weather the check fails completely (I.E. The 1 + check is below the DC), for full damage. If the check would have otherwise succeeded, you can scale the damage done by how much better the 'check' is to the DC, giving ones training and equipment on how to prevent and reduce damage of a fall, if they put in the points and costs to take them.

Also, would put an 'in combat' check, to prevent this reduction from occurring, when your rushed, not taking the precautions of training.

Pup

I'm not sure it's viable but a reduction in damage based on climbing skill would be pretty nice.
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