Falling Damage.
Falling
Damage
|
|||
Feet
fallen
|
Dice
rolled
|
Max
|
Min
|
10
|
D6
|
6
|
1
|
20
|
D6*D6
|
36
|
1
|
30
|
D6*D6
|
36
|
1
|
40
|
D6*D8
|
48
|
1
|
50
|
D6*D10
|
60
|
1
|
60
|
D6*D12
|
72
|
1
|
70
|
D6*D20
|
120
|
1
|
80
|
D6*D50
|
300
|
1
|
90+
|
D6*D100
|
600
|
1
|
(This is longer and more annoying than the
standard D&D falling damage chart, and harder to use. But it is a better,
more consequential, and less predictable system which makes falling both more
dangerous for high level character and also possibly-survivable for low level
ones.)
Anyone can climb like a thief if they have time to
study the route.
They must be able to see the whole route they will climb. If they cannot see it all, or if the
nature of the route changes unexpectedly, or if they can only see one part of
it and enter an unseen section, they must pause and roll again.
They must not be encumbered.
Time
Available to Study the Route and Think
|
Roll
under this cumulative total on a
d100.
|
No
time. Already in the middle of an unexpected climb. Are not stable or
safe as they make the roll.
|
CON
|
On stable ground. Not currently
climbing but have less than 60 seconds
to observe and decide.
|
CON
+ STR
|
Have between a minute and a turn.
|
CON
+ STR + DEX
|
Have a turn or more.
|
CON
+ STR + DEX + INT
|
Have an hour or more.
|
CON
+ STR + DEX + INT + WIS
|
These cumulative totals will be written on the
character sheet down the top left, replacing, or maybe adding to, the climbing
saves on there. So everyone knows how well they can climb at a glance, and how
long it will take them.
Thieves and equivalents, can just climb with their
thief-roll, no study required at any time.
When Do You Roll?
I wrote a long fucking list of when you do and don’t
roll but honestly just use your good judgement. Thieves shouldn’t have to roll
for simple shit. If everything is chill and they have time to think then PC’s shouldn’t
have to roll for abseils, 45 degree climbs or rope-assisted 90 degree climbs.
Overhangs, horizontals and superhuman climbs
should always be rolled for.
The best climber can roll themselves to go ahead
and rig a route so no-one else has to roll.
If combat breaks out, the environment changes or
time becomes a factor, you might ask for rolls.
What do You roll.
The roll is a straight d100, trying to get under
the target number, if they fail, any falling damage will be counted from the
mid-point of the climb.
Under certain circumstances the DM can ask for an easy or difficult roll.
An easy
d100 roll is one in which the digits on the d10 dice can be read with either
one counting as the ‘ten’. So a roll of ‘9’ and ‘3’ could be read as 93, or as
39. If the player passes the roll either way they that is a success.
A hard
roll in a d100 is one in which the d10 dice must be read both ways and both results must be below the target number. So if someone has a climb skill of
80% and the roll a ‘3’ and a ‘9’. They pass when the dice are read as ‘39’, but
fail when they are read as ‘93’.
How Do We Know How Hard Climbs Are?
This diagram shows the various difficulties of
climbing. Each level of difficulty has an attached failure chart to see what
happens if the PC fails a roll.
There are six levels of difficulty. The simplest
way to think about which table to roll on is to ask what incline the PC is
climbing at. Imagine a tiny person climbing round the inside of the diagram. Are
they abseiling down the first vertical, climbing at 45 degrees, climbing a
vertical wall, climbing an overhang, upside-down on a ceiling or trying a
reverse-overhang from above?
The tables also count for general levels of
difficulty. The DM may wish to move the level of difficulty up or down
depending on the circumstances and the nature of the surface.
1. Abseiling.
Moving down a vertical pitch with assistance and ropes.
2. Slope.
Moving up or down a slope somewhere between 45 and 90 degrees, up a very easy
broken climb with ledges, or up a lesser slope under very difficult conditions
(Ice, Water, Combat.)
3. Hard.
This is the standard 90 degree thief-only climb up dungeon walls or rock.
No-one encumbered can try this.
4. Very
hard. This is for overhangs and very difficult walls. For expert climbers
or desperate people.
5. Human
Limit. Hanging upside down, transiting the roof of a cavern. This is
Olympic or exceptional climbing, at the limit of real-world ability. No one who
is not a thief can even attempt this. No matter how long they think about it.
6. Superhuman.
A reverse-overhang or other exceptionally difficult piece of work. Probably
impossible for a normal human. A D&D thief might make it.
A simple climb roll is made for each with no
modifiers. If the roll is failed, each type of climb has its own failure chart.
Each is a single roll-under d20 roll which is
checked against each stat in sequence. Failing the CON roll means all other
fails are cumulative. If the CON roll is passed, only the first failure counts,
the rest are ignored.
1.Abseiling
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
Tired. Can’t climb back or help others.
Act as 1 level lower for 1 Turn.
|
DEX
|
Slip 10 feet on rope. Take damage.
|
INT
|
Not enough rope. It ends 10 feet from bottom.
|
WIS
|
You abseil happily right off the end
of the rope.
|
CHA
|
Your flailing dislodges someone else,
they test too.
|
When you fall and are stopped by a static rope,
you still take damage for the length you fell. So if you fail on DEX only, you
take d6 damage. If you also fail on CON, INT and WIS, you fall 20 feet and take
d6 * d6 damage.
In Veins, normal adventurers don’t have access to
dynamic rope that will absorb falling damage rather than transmit it. They can get access to it underground though.
2.
Slopes
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
You slide to the bottom. Take 1/3
falling damage.
|
DEX
|
Scramble and spin around, now facing
wrong way. Hard roll to turn round. If slid, save vs death or be knocked out d6 rounds.
|
INT
|
Tangled up with your pack, you will
need help to free yourself.
|
WIS
|
Disco leg. You freeze and are
convinced you need help to go on.
|
CHA
|
Your flailing dislodges someone else,
they roll here.
|
A climber under stress will sometimes feel their
thigh muscle quivering and feel as if it is about to give out. They often
freeze. This is called ‘Disco Leg’ or ‘Washing Machine Leg’.
3.
Hard
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
Shaking. Must rest on your foot holds
for d20 seconds, then make a hard
roll to go on.
|
DEX
|
Feet slipping. Will lose foot holds in
d6 seconds. Must pull to upwards hold, then make a hard roll to go on.
|
INT
|
No upward holds. Must go back down. Can
try again from bottom
|
WIS
|
Lost your downward holds. Must go up.
Cannot assist others with this climb. They must roll separately.
|
CHA
|
You drop a random item. It hits
someone below. (If you fall, then you hit them. Share falling damage.)
|
Obviously if you roll an impossible choice, you
fall. So if you fail on Con, DEX and INT then its good bye. If you fail on CON,
STR and DEX then you must roll the d6 to see how long your foot holds last.
Then the d20 to see how long you need to rest. If the result of the d20 is
above the d6, you fall.
If you fail on CON, INT and WIS, you are trapped.
4.
Very hard
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
Grip failing in d6 seconds, must dyno
forward to get out of it.
|
DEX
|
Fingertip grip only. Can’t dyno
forward. Roll again to go back safely.
|
INT
|
No way forward or back. Must grip on
for d20 seconds to think, then dyno sideways.
|
WIS
|
Fully extended. Can’t dyno. Must grip
and move forward within d10 seconds. Roll again.
|
CHA
|
If someone has you safety roped, they
either let go or are dislodged. Their choice.
|
Again, incompatible results mean a fall. So any
combination of STR, DEX, INT and WIS results in a fall.
A ‘dyno’ is a dynamic leap, fully out of contact
with the rock, to a better position. This is always a hard climbing roll. Failure is a fall.
(At the DMs discretion, succeeding with a dyno in
front of observing NPC’s may give a PC +1 Cha with those individuals. It looks
cool as fuck.)
5.
Human Limit
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
Fall. If you live, too weak to act for
d20 rounds.
|
DEX
|
Fall. Land on spine. If you live, crippled
till magically healed.
|
INT
|
Fall. No way forward. This climb may
not be attempted again.
|
WIS
|
Fall. You scream as you go. DM may
trigger an encounter.
|
CHA
|
Fall. Catastrophic incompetence. Observers
test morale. PC’s may fight at -1 level for a day. Retainers may flee.
|
5.
Human Limit
|
Results of failing to roll under
|
CON
|
All further fails cumulative
|
STR
|
Fall. Exhausted. Save vs paralysis or
pass out for d20 hours.
|
DEX
|
Fall. Spin in air. Land on head. Save
vs death or die.
|
INT
|
Fall. Execute prefect move into non-existent
hold. If you survive, you no-longer trust yourself. All climbs ‘hard’ till
you gain a level.
|
WIS
|
Fall. Dislodging d6 chunks. Roll d6
lvl 0 attacks doing d6 damage each and DM may roll for encounter.
|
CHA
|
Spastic Fall. If any NPC observes this
it becomes world-famous fuckup. Appended to your name in life or death.
|
THE
SIMPLE LIST
·
How hard does it look? LOOK AT THE SEPTAGON-THING
·
Does anything make it especially easy or hard?
·
Ask for a d100 roll.
·
If it fails, roll on the relevant chart.
·
Go on from there.
This gives me an enormous nerdboner.
ReplyDeleteThis is the coolest...I've been reading Edward Whymper's 'Scrambles Amongst The Alps 1860-1869' and the combination of that, Telecanter's mountain travel mini-game and this post makes me want to run a mountaincrawl of some kind. Great work.
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