CLIMBING


Climb (Thief ability) - Climb (DSG) - Climb (WSG)
Encumbrance & Movement - DSG - WSG

Quote:
How did you handle situations where a character of one class (say Fighter) was attempting to use Move Silently or Climb Walls - Two situations that when taken literally (i.e. - the Thief can Move with ABSOLUTE SILENCE whereas someone else might attempt to move stealthily, and the Thief can climb SHEER SURFACES wheras someone else might climb a rough cliff, or a tree), would mean that only the Thief could attempt them, but when looked at in a broader fashion, might be allowed for a character of any class ?
 


Generally common sense was applied.
A fighter in metal armor can't move silently, but without that impediment a Dex ability roll with modifiers for surface and/or footwear, would be called for.
Same for climbing, metal armor makes that almost impossible, plate particularly so.
When climbing or some like activity, was required for a group, I set a probability for all non-thieves, and had each player roll for his PC.
The check might have been on any die; for example jumping over a crevass might use d6, a 6 meaning a failure, or a d10 with 9-0 or only 0 a failure.
Again, arbitrary perhaps, but based on common sense.
the main idea was to convey the sense of danger with a reasonable chance for success, perhaps a more than reasonable one for the sake of the game 


CLIMBING (DSG)
 
 
Climbing Surfaces Rates of Climbing Types of Surfaces Condition of Surface Encumbrance
Climbing Success Rates for Non-Thieves Climbing Modifiers Climbing Tools Rappelling Climb

Characters who spend much time exploring the unknown
reaches below the earth’s surface are sure to encounter many situations
requiring climbing skills. Natural caves && caverns are
commonly filled with many passages blocked by cliffs or sheer
drop-offs. While other characters cannot approach the efficiency
of thieves at climbing, members of all character classes have a
limited ability to move up and down steep slopes, provided hand
and footholds are available. Only thieves have the capability to
ascend sheer walls, cliffs, and the like. Other characters may try
to climb very rough stone surfaces, as well as trees, poles, ropes,
and other simple routes. The mountaineering proficiency can
increase these abilities for both thieves and non-thieves.

Rates of Climbing
Rates of Climbing

The rate of a character’s movement when climbing on a
slanted surface depends on the type of surface, the condition of
the surface, the character’s class, and the character’s level of
encumbrance.

The following table shows the rates (in feet/round) at which
characters can move up, down, or across various surfaces. Note
that the condition of the surface being climbed greatly influences
the speed of movement.

Table 2: RATES OF CLIMBING
                Conditions of Surface
Surface Climbed Nonslippery Slightly slippery Slippery
Very smooth * 6 ft/r 3 ft/r 0 ft/r
Smooth, cracked * 12 ft/r 6 ft/r 3 ft/r
Rough * 18 ft/r 9 ft/r 6 ft/r
Rough, ledges 24 ft/r 12 ft/r 9 ft/r
Ice wall - - 6 ft/r
Pole 36 ft/r 24 ft/r 12 ft/r
Tree 60 ft/r 40 ft/r 20 ft/r
Sloping wall 60 ft/r 30 ft/r 15 ft/r
Rope and wall 40 ft/r 30 ft/r 20 ft/r

* These surfaces can be climbed only by thieves.

In all instances, the rates given are for thieves only. 
All other characters move at 1/2 the thief rates. 
All characters can add their Dexterity Reaction/Attacking adjustments to their rate of climbing.


15.

Rates of Climbing

All characters, not just thieves, have a chance of being able to
ascend, descend, or move laterally across most non-horizontal,
natural surfaces, such as the face of a mountain. In the wilderness,
mountain climbing is the particular skill that most often applies
to this ability, and that is the skill upon which these rules
concentrate.

TABLE 15: CLIMBING MOVEMENT RATES
                                                                       ....                                                         Condition of Surface                                                                            ....
Surface Climbed Non-Slippery Slightly Slippery Slippery
Rough slope, gentle 90 (9" indoors, 3" outdoors) 60 (6" indoors, 2" outdoors) 30 (3" indoors, 1" outdoors)
Rough slope, moderate 80 (8" indoors, 2.66" outdoors) 50 (5" indoors, 1.66" outdoors) 25 (2.5" indoors, 0.83" outdoors)
Rough slope, severe 60 40 20
Normal slope, gentle 80 45 25
Normal slope, moderate 60 30 15
Normal slope, severe 50 20 5*
Smooth slope, gentle 60 30 15
Smooth slope, moderate 40 20* 10*
Smooth slope, severe 20* 10* 5*
Cliff, rough, with ledges 25* 15* 5*
Cliff, rough, no ledges 15* 10* 5*
Cliff, smooth, with ledges 15* 10* 5*
Cliff, smooth, no ledges 10* 5* 5*

<added clarification notes>

* -These surfaces can be climbed only by a thief, or by
a character with proficiency in mountaineering who is using
special tools.

Movement rates given on this table (expressed in feet per
round) are for thieves; all other characters move at one-half the
indicated rate.
Any character with exceptionally low or exceptionally high dexterity uses his Reaction/Attacking Adjustment (see PH, page 11) as a penalty or bonus to his climbing movement rate.

In all cases, the climber is assumed to be using no special tools
(other than a rope, which is of limited use for direct climbing unless
it it used in conjunction with other mountaineering equipment).
Also, the surface being climbed is assumed to contain
cracks or protuberances that are used as handholds and footholds
by the climber - except for any gentle, nonslippery sur-
face, where such aids are not necessary and do not have to be
used even if they are present. Thieves are the only characters
who can negotiate any surface that is completely devoid of handholds
and footholds.


 
 

Climbing Surfaces
Climbing Surfaces

Four types of wall surfaces are listed on page 19 of the DMG. In
addition to these categories 

  • (very smooth, 
  • smooth with cracks,
  • rough, and 
  • rough with ledges), 

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    the following types of surfaces can be climbed:
     

  • Sloping wall (40-55 degree slant)
  • Straight tree/pole/rope
  • Tree with branches
  • Rope and wall
  • Ice wall

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    Walls that are very smooth, smooth with cracks, or rough can
    only be climbed by thieves, unless characters are using ropes,
    spikes, or other tools. Ice walls can only be climbed by characters
    (including thieves) using tools.

    Types of Surfaces
     
    Very Smooth Smooth but Cracked Rough Rough with Ledges Ice Wall
    Pole Tree Rope and Wall Sloping Wall -

    Very Smooth surfaces include faces of smooth, uncracked
    rock, wooden walls with no accessible cross beams or other
    handholds, and metal walls where individual plates of metal have
    been bolted together. Completely smooth walls, such as a single
    sheet of metal, cannot be climbed without tools.

    Smooth but Cracked surfaces include most types of masonry,
    a typical cavern || dungeon wall, or a cliff that is not subject to a
    great deal of weather erosion. Castle walls, towers, and city walls
    that receive regular maintenance fall into this category.

    Rough surfaces include most natural cliff faces, constructed
    walls that have not been maintained regularly, and most wooden
    walls or stockades. Any kind of masonry using natural stone
    instead of bricks or blocks will form a rough surface.

    Rough with Ledges surfaces include hand- and footholds of
    three-inch width or larger, or provide some other kind of usable
    route. A cliff that has been steadily eroded by frost, or a chimney
    (a crack that a climber can follow up a slope, pushing off against
    each side with his hands and feet) will provide a rough surface
    with ledges. Also, stone buildings that are approaching a state of
    ruin often create this sort of climbing surface.

    Ice Wall surfaces are sheer surfaces made mostly or entirely of ice.

    They are treacherous, and even thieves cannot climb ice without tools.

    Pole

    That Dang Pole, by Casey Young

    surfaces include poles made of any materials, tall slender
    trees with few branches, and free-hanging ropes. A pole’s diameter
    cannot be greater than 1/4 the height of the character attempting
    to climb it, unless the character uses a rope (see Climbing
    Tools). Any pole with tree bark still attached is considered a nonslippery
    surface. A rope only falls into this category if the character
    cannot brace his feet against a wall or some other surface to
    aid the climb.

    Tree surfaces include any trees where branches are plentiful
    enough to provide handholds, or any constructed object of
    girders or a similar grid, such as scaffolding.

    Rope and Wall

    surfaces include any situations where a character
    can climb up a rope and brace his feet against a wall or
    some other vertical surface as he climbs.

    Sloping Wall surfaces represent areas that do not quite qualify
    as vertical, yet are too sloped to allow normal walking. Like all
    types of climbing, a character’s chance of success assumes that
    he has both hands free. If a character falls while on a sloping wall
    surface, he can make a save vs. Petrification; if the save
    is successful, he takes no damage from the fall. Even if the save
    is unsuccessful, the fall only inflicts half of the normal damage.
    <cf. WSG>


     

    Surface Types
    Gentle slopes have a tilt of at least 15° but not more than 30°.
    In the least extreme case, a gentle slope changes 2' in elevation for every 10' of horizontal distance measured on a line that cuts through the slope.
    In the most extreme case, the elevation changes 5' for every 10' of horizontal distance.
    (A slope of less than 15° is not a slope at all, for the purpose of these rules, and can be moved across at the same speed as if it were flat terrain.)

    Moderate slopes range from 31° through 50°.
    In the most xtreme case, the elevation changes 12' for every 10' of horizontal distance.

    Severe slopes range from 51° to 70°.
    In the most xtreme case, the elevation changes 35' for every 10' of horizontal distance.

    Cliff refers to any slope of greater than 70°.

    A cliff of 90°, of course, is perpendicular to the ground from which it rises.
    It is possible for a cliff to rise at an angle greater than 90°, in which case it is properly called an overhang,
    but this sort of cliff is not treated any differently for the purposes of these rules.

    Ledges, found on cliff faces more often than not, are outcroppings
    where one layer of rock meets another and the lower layer
    protrudes farther away from the cliff face than the upper layer
    does. Most ledges are not more than three or four inches wide,
    but this is sufficient to offer a handhold or foothold for a character
    able to climb such a surface. Sometimes a ledge will protrude six
    inches or a foot away from the cliff face, providing enough width
    for a character to assume a stable standing position, but extreme
    protrusions of this sort are rare, and when they do occur there is
    always a possibility that the ledge itself is unstable and may give
    way under the full weight of a climber who has perched on it without
    also supporting himself with one or more other handholds or
    footholds.

    <note: lay in .gifs or .jpgs that visually depict the above angles>

    -
     

    SurfaceConditions
    Condition of Surface
     
    Nonslippery Slightly Slippery Slippery

    Surface wall conditions refer to the degree of slipperiness that
    the wall presents to the climber.
     
     
     
     

     

    Surface Conditions
     
    Nonslippery Slightly Slippery Slippery

     

     

    Nonslippery surfaces are {dry} and solid. They do not crumble
    when touched, and a character’s chance of falling is calculated at
    the normal rate.
    Nonslippery surfaces are dry and solid and present no great
    peril to a climber other than the slant of the slope in question.
    However, some of the handholds and footholds in such a surface
    may be “false” - rocks or roots that come loose when they are
    pulled on, for instance. Thus, it is entirely possible for a character
    to fall on, or from, a nonslippery surface. <join with the DSG info>
    Slightly Slippery surfaces are wet || crumbly. 
    The chance of a character falling from a slippery surface is twice normal. 
    For example, a Cutpurse (3d-level thief) would make a normal climb walls roll at
    87% (a 13% chance of failure). On a slippery surface, the thief
    has a 26% chance of failure, and needs a roll of 74 or less for success.
    Slightly slippery surfaces are moist or are composed of material
    that gives way easily under any significant weight or pressure -
    a grassy slope covered with dew or the moisture from a recent
    rain, or a surface with a thick covering of sand, loose dirt, or
    gravel. <join with the DSG info>
    Slipperysurfaces can be places where water runs regularly, or
    surfaces covered by slime || algae, or those coated by a thin
    layer of frost, ice, or {grease}.

    A thief character’s chance of falling
    on a slippery surface is ten times his normal chance. Thus the 3d level
    thief above cannot even attempt the climb; and a thief of
    10th level only succeeds on a 90 or less instead of a 99.

    Slippery surfaces are thoroughly wet or coated with ice, snow,
    or some foreign substance (such as moss or lichens) that is either
    slippery in itself or tends to pull away from the surface when it is
    pressed against or pulled on. <join with the DSG info>

    -
     

    Encumbrance
    Encumbrance

    Encumbrance also plays a major role in the success of a character’s
    climb.

    Encumbered characters cannot climb sheer surfaces without
    the aid of tools.

    Characters with heavy gear or very heavy gear MOVE at 1/2
    the movement rates listed for climbing characters. This halving is
    cumulative with all other effects.

    Characters with no gear or normal gear can utilize the full
    climbing movement rates.

    <note human movement rates>
    <None=12, Light=9, Moderate=6, Heavy=3, Severe=1>

    Modifications for Encumbrance

    Any character who is severely encumbered (thief and non-thief
    alike) cannot climb anything other than a gentle slope that is either
    nonslippery or slightly slippery, and does so at one-half of his
    normal climbing rate.

    A character who is heavily or moderately encumbered cannot
    climb anything other than a gentle or moderate slope that is either
    nonslippery or slightly slippery, and does so at one-half of his
    normal CR.

    A character who is lightly encumbered can climb any slope (but
    not a cliff face) and does so at his full normal climbing rate.
    In order to be able to climb a cliff face, a thief (or a character
    with mountaineering proficiency) must be not encumbered; that
    is, the gear he is carrying must have a total encumbrance value
    less than the lower figure given for light encumbrance on the Encumbrance
    Limits for Characters Table.


     
     
     
     

    Climbing Success Rates
    for Non-Thieves

    As might be expected, characters who have not trained for the
    task are not nearly as effective at scaling walls as are the dexterous
    members of the thief class. Non-thief characters have a base
    CR of 40% and use the same procedure as thieves,
    but they have a lesser chance of success.

    When a non-thief character begins a climb, he must make a
    successful CC roll on 1d100. This check is made
    against the character’s CR (with modifiers); a result
    greater than the modified CR indicates failure, while
    a result less than or equal to the modified rating means success.
    (Thieves roll against their climb walls percentage for Climbing
    Checks.) The modifiers that affect a climber’s chance of success
    are listed in the following section. These modifiers apply to all
    characters, including thieves.

    If a Climbing Check fails, the character can never climb that
    wall. Even a failed attempt requires one round of game time.



    16.

    Climbing Modifiers
    Climbing Modifiers

    Naturally, certain aspects of a character and his possessions can
    affect the success of a climb. Possible modifiers are listed here:

    Armor: Characters cannot climb in any type of plate mail
    armor, nor can a shield be held by a climbing character. Characters
    in chain, splint, scale, or banded armor can climb, but suffer
    a -15% penalty to their chance for success. Characters in studded
    leather or padded armor suffer a -5% to their chances.
    Leather armor does not penalize a climber. A character can sling
    a shield over his shoulder to carry it along while climbing; he cannot
    receive any defensive benefit for a shield thus carried.
    <actually, characters can climb in plate mail, but with a very heavy negative modifier, -99% according to the UA errata>

    Character Race: Certain character races receive modifiers to
    their climbing chances, as follows:
     
     
    Character Race Climbing Modifier
    Gnome  - 10%
    Dwarf  - 5%
    Halfling  - 5%
    Half-orc  + 5%

     Climbing Surfaces: Climbing surface modifiers apply to characters
    of all classes, including thieves. Characters receive
    bonuses to their chance to climb the following types of surfaces:
     
    Climbing Surface Climbing Modifier
    Tree with Branches  + 40%
    Sloping Wall <*> + 25%
    Pole  + 20%
    Rope and Wall  + 40%

    <* The WSG has rules for slopes>


    Table 16: MODIFIERS TO NON-THIEF'S CLIMBING RATING
                                                                           ....                                                         Condition of Surface                                                                            ....
    Surface Climbed Non-Slippery Slightly Slippery Slippery
    Rough slope, gentle +70 +55 +35
    Rough slope, moderate +60 +40 +20
    Rough slope, severe +40 +20 +10
    Normal slope, gentle +60 +40 +20
    Normal slope, moderate +50 +25 +10
    Normal slope, severe +30 +15 +0
    Smooth slope, gentle +50 +25 +10
    Smooth slope, moderate +30 +10 +0
    Smooth slope, severe +10 +0 -10
    Cliff, rough, with ledges +0 -10 -20
    Cliff, rough, no ledges -10 -20 -30
    Cliff, smooth, with ledges -10 -25 -40
    Cliff, smooth, no ledges -20 -35 -50

    SUMMARY
    * If the character's final adjusted CR is 100% or greater, he can negotiate the surface with no chance of falling.
    * If the final adjusted CR is 5% or lower and the character is not specifically prohibited from climbing the surface in question, his CR is treated as 5%.

    The appropriate number from this table is added to the Climbing
    Rating for a non-thief when determining that character’s
    chance of falling. Other modifiers may also apply (see below). If
    the character’s final adjusted CR is 100% or
    greater, he can negotiate the surface with no chance of falling. If
    the final adjusted Climbing Rating is 5% or lower and the character
    is not specifically prohibited from climbing the surface in
    question, his Climbing Rating is treated as 5%. In other words,
    any character who is able to attempt climbing a surface is entitled
    to try, but with only a slim chance that he will succeed.
     

    Other Modifiers to Climbing Rating for Non-Thieves

    SUMMARY
    * Encumbrance: Light or none, no penalty; Moderate, -5%; Heavy, -10%; Severe, -20%.
    * Race: Human, [elf], or [half-elf], no adjustment; Dwarf, -5%; Gnome, -10%; Halfling, -5%; Half-orc, +5%.
    * Armor worn: chain, splint, scale or banded, -15%; studded leather or padded, -5%.
    A character outfitted in anything heavier than chain mail cannot climb any severe slope or cliff, and climbs all other surfaces at a -20% penalty.
    * Strength (on severe slopes or cliffs only): +5% for each full point greater than 15, counting an exceptional score as 18.
    * One hand can be used to hold a shield or a weapon while climbing a moderate slope, but at a -5% penalty to the character’s Climbing Rating.

    Encumbrance: Light or none, no penalty; Moderate, -5%;
    Heavy, -10%; Severe, -20%.

    Race: Human, elf, or half-elf, no adjustment; Dwarf, -5%;
    Gnome, - 10%; Halfling, -5%; Half-orc, +5%.

    Armor worn: Chain, splint, scale or banded, -15%; studded
    leather or padded, -5%. A character outfitted in anything
    heavier than chain mail cannot climb any severe slope or cliff,
    and climbs all other surfaces at a -20% penalty.

    Strength (on severe slopes or cliffs only): +5% for each full
    point greater than 15, counting an exceptional score as 18.

    A character cannot climb asevere slope or cliff while carrying a
    shield andlor a weapon at the ready; both hands must be free to
    grip the surface being climbed. One hand can be used to hold a
    shield or a weapon while climbing a moderate slope, but at a
    -5% penalty to the character’s Climbing Rating. It is not necessary
    to use one’s hands when climbing a gentle slope, and a
    character with both hands full is not penalized in such a case.

    Modifiers to Climbing Rating for Thieves

    SUMMARY
    * Whenever a [thief] is traveling across terrain for which the value on Table16 (above) is +30 or greater, he does not need to make a Climbing Check (CC) at all;
    his natural ability enables him to automatically negotiate the surface.
    * When traveling across terrain for which the value on the table is less than +30%,
    he must make a successful CC by rolling his climb walls score or lower on d% to keep from falling.
    * As with non-thieves CRs, a thief's climb walls score can never be less than 5% as the result of these modifiers:
    Anyone who wants to try to climb a surface should be given the chance to do so, if he feels lucky.

    Whenever a thief is traveling across terrain for which the value
    on Table 16 (above) is +30 or greater, he does not need to make
    a Climbing Check at all; his natural ability enables him to automatically
    negotiate the surface. When traveling across terrain for
    which the value on the table is less than +30%, he must make a
    successful Climbing Check by rolling his climb walls score or
    lower on percentile dice to keep from falling. However, on a
    slightly slippery surface his climb walls score is modified downward
    so that his chance of falling is twice as great as on a nonslippery
    surface - and on a slippery surface, his chance of falling is
    four times as great as on a nonslippery surface. As with nonthieves’
    Climbing Ratings, a thief’s climb walls score can never
    be less than 5% as the result of these modifiers: Anyone who
    wants to try to climb a surface should be given a chance to do so,
    if he feels lucky.

    -

    Climbing Tools
    Climbing Tools

    Certain tools can be used to aid characters making a climb.
    Tools serve both to increase the chance of a climb’s success and
    to decrease the chance of a character getting hurt in a fall. The
    disadvantage of tools is that they considerably lengthen the time
    needed to make a climb, and often make enough noise to attract
    unwanted attention. This noise is the main reason that tools are
    not commonly used by thieves in the pursuit of their usual missions.
     

    Two types of tools, the grappling hook and the spike, or piton,
    can be used to aid a climb. Both must be used with a rope to have
    any effect.

    -
    Spikes can be hammered into a wall surface and used to <bold added>
    anchor a rope that subsequently protects a climbing character
    against falls. The character must have a hammer, and must
    spend 1d4 rounds pounding in a spike. The clanging of such
    activity can be heard up to a mile away in windless conditions.

    The usual function of a spike is to shorten the distance that a
    character falls, should such an accident occur. If, for example, a
    character hammers in a spike 200 feet up the face of an underground
    cliff, and then connects a rope between himself and the
    spike, he has protected himself somewhat. If, 50 feet farther up,
    he loses his grip, he will only fall 100 feet (50 feet down to the
    spike, and another 50 feet to use up the slack in his rope).

    Increasing the protection is the fact that any character whose
    fall is broken by a rope suffers only 1/2 the damage a fall of that
    distance would normally inflict.

    Whenever a spike is called upon to arrest a fall, as in the above
    example, there is a 10% chance per character supported that it
    will give way. For example, if two characters are roped together
    and relying upon a spike to arrest their fall, the spike has a 20%
    chance of popping free. If the spike comes free, the characters
    fall the full distance to the ground (or twice the distance to the
    next spike). Characters can help prevent such accidents by using
    more than one spike.

    Climbing an ice wall is adangerous act that absolutely requires
    the use of spikes. In fact, a spike must be driven into the ice wall
    before a character can climb. This process must be repeated
    each round, and since it takes a round to drive a spike, the process
    is doubly slow.

    In addition, spikes placed in ice have a 15% chance of pulling
    free per character whose weight suddenly pulls against it.

    -
    Ropes are discussed as climbing tools in combination with
    spikes and grappling hooks, but there is one situation where rope
    alone can serve a character as an effective climbing tool. This
    happens when a character wishes to climb a pole that is of too
    great a diameter for him to ascend unaided. In this case, the character
    can wrap the rope around the pole and pull against it as he
    climbs.

    This technique can be used to climb a pole whose diameter
    equals the character’s height. Any pole wider than this should be
    treated as a wall.

    Rope (WSG)

    -
    Grappling Hooks are relatively heavy iron tools with at least <bold added>
    two, and usually three or four, separate hooks branching from the
    end.

    The hook is designed to be thrown, and to catch on protrusions
    and thus support a rope and climber.

    A character can throw a grappling hook upward a distance
    equal to 1/3 of his STR score (rounded up) times 10. A character
    with a Strength of 15, for example, could throw the hook up
    to a height of 50 feet. The horizontal distance that a grappling
    hook can be thrown equals the vertical distance, unless the character
    has enough room to swing the hook in a circle several times
    before the cast. In this case, if a character has a radius of 10 feet
    from his body cleared of obstacles, he can throw the hook twice
    as far horizontally as he could otherwise.

    A character can throw a grappling hook once per round. If the
    cast is unsuccessful, it takes another ld4 rounds to coil the rope
    and prepare the hook for another throw. If a character is directly
    underneath his target, and the dice roll on the throw is 01-05, the
    thrower is struck by the hook as it falls and suffers ld6 of damage.
     

    The chance of a grappling hook catching on its intended target
    depends upon the target at which it is thrown. For each throw, the
    DM rolls d100 and consults the following table:

    Table 3: GRAPPLING SUCCESS
    Grapple Target Miss Catch and Slip Catch
    Stone Parapet 01-72 73-78 79-00
    Stone Wall Top 01-83 84-89 90-00
    Tree Branches 01-66 67-70 71-00
    Rocky Ledge 01-88 89-93 94-00
    Wooden Wall 01-70 71-74 75-00

    A catch and slip result means that the grapple seems to have
    caught solidly, as far as a character pulling on the rope can tell. In
    reality, the grapple will slip free after ld6 rounds of supporting a
    load. Characters who pull on the rope for that many rounds are
    able to dislodge the hook, if they take the time to check.

    A thrown grappling hook does not make as much noise as a
    hammered spike, but is not silent. A successful throw is audible
    for 100-400 yards in ideal conditions; an unsuccessful throw will
    raise a clang audible 200-800 yards away.


    Use of Grappling Hooks

    SUMMARY
    A character can throw a grappling hook (attached to a rope, of course) upward a maximum of 1/3 of his strength score (rounded up) times 10 feet;
    a character with a strength of 8 can throw the hook toward a protrusion as far as 30 feet above his head.
    If the throw is horizontal (on an incline of 30 degrees or less), the character's maximum throwing distance is the same as for a vertical toss unless he is in a secure position and has a 10-foot radius of space around himself to allow for whirling the hook in a circle before letting it go;
    in that case,
    he can make a horizontal throw twice as far as his maximum vertical throw.

    If the hook misses,
    the character must spend the next 1d4 rounds coiling the rope,
    whether he intends to make another attempt or he plans to stow the equipment until a later time.
    It can be dangerous to throw a hook toward a target directly above oneself;
    if the throw misses and the dice roll was 01-05,
    the thrower is hit by the hook and takes 1d6 points of damage.

    The other piece of equipment that can be used by any climber
    (thief or non-thief, mountaineer or non-mountaineer) is a grappling
    hook -a three- or four-pronged metal hook that is attached
    to the end of a rope and thrown toward a protrusion, in hopes that
    the hook will catch and hold so that climbers can pull themselves
    upward with the help of the anchored rope. Grappling hooks are
    normally only needed when ascending severe slopes and cliff
    faces, but they may also come in handy to expedite movement up
    a moderate slope, especially if it is slippery or slightly slippery.
    A character can throw a grappling hook (attached to a rope, of
    course) upward a max. distance of ’13 of his strength score
    (rounded up) times 10 feet; a character with a strength of 8 can
    throw the hook toward a protrusion as far as 30 feet above his
    head. If the throw is horizontal (on an incline of 30 degrees or
    less), the character’s max. throwing distance is the same as
    for a vertical toss unless he is in a secure position and has a 10-
    foot radius of space around himself to allow for whirling the hook
    in a circle before letting it go; in that case, he can make a horizontal
    throw twice as far as his maximum vertical throw.

    It takes one round to make a throwing attempt with a grappling
    hook, regardless of the type of throw. If the hook misses, the
    character must spend the next ld4 rounds coiling the rope,
    whether he intends to make another attempt or he plans to stow
    the equipment until a later time. It can be dangerous to throw a
    hook toward a target directly above oneself; if the throw misses
    and the dice roll was 01-05, the thrower is hit by the hook and
    takes 1d6 points of damage.

    A climber can climb up a rope anchored by a grappling hook at
    a 3” bonus to his normal climbing movement rate if he is lightly
    encumbered or not encumbered. In other cases, the rope affords
    no benefit to movement - except, perhaps, to make upward
    movement possible where it was not possible before.
    The chance of a suitable protrusion being available within the
    character’s throwing range, and the chance of the hook catching
    on the intended target, are both dependent on the type of terrain
    toward which the hook is being thrown.


     

    Table 20: GRAPPLING SUCCESS
                                                                           ....                                                         Condition of Surface  < = C >                                                              ....
    Target Terrain Chance of Protrusion <A / B> Non-Slippery Slightly Slippery Slippery
    Moderate slope, rough 30 / 50 50 60 70
    Moderate slope, normal 50 / 70 60 72 84
    Moderate slope, smooth 70 / 85 64 76 86
    Severe slope, rough 30 / 40 68 80 88
    Severe slope, normal 50 / 60 72 84 90
    Severe slope, smooth 70 / 80 76 88 92
    Cliff, rough, with ledges 20 / 40 80 92 94
    Cliff, rough, no ledges 40 / 60 84 96 96
    Cliff, smooth, with ledges 60 / 80 88 98 98
    Cliff, smooth, no ledges 80 / 90 92 99 99

    <
    A = Chance of Protrusion
    B = Chance of Solid Protrusion
    C = Chance to Grapple
    >

    How to Use the Grappling Success Table

    SUMMARY
    If no protrusion exists within throwing range,
    a character can check for protrusions after traveling a distance of 10 feet vertically or horizontally.
     

    First, the DM rolls percentile dice and refers to the
    Chance of Protrusion column for the appropriate terrain type. If
    the dice result is equal to or greater than the first number given, a
    protrusion exists within the character’s throwing range. If the result
    is equal to or greater than the second number, the protrusi

    is a solid one; if the character is able to snag it, the hook will hold
    indefinitely. If the result is equal to or greater than the first number
    but less than the second number, the protrusion is not solid; if
    the character is able to snag it, the hook will give way after ld6
    rounds are spent climbing up the rope.

    The numbers in the Condition of Terrain columns represent the
    chance of a character being able to catch a thrown hook on a protrusion,
    assuming that one exists. If a second roll of percentile
    dice results in a number equal to or greater than the number
    given for the terrain in question, the throw was successful.
    If no protrusion exists within throwing range, a character can
    check for protrusions again after traveling a distance of 10 feet
    vertically or horizontally.

    <this following table is an alternate: compare to the above>

    Table 20: GRAPPLING SUCCESS
    <roll % twice>
    <once for A / B>
    <once for C>

                                                    Chance Of :          C. Chance to Grapple <Based on Condition of Terrain>
    Target Terrain A. Protrusion B. Solid Protrusion Non-slippery Slightly Slippery Slippery
    Moderate slope, rough 30 50 50 60 70
    Moderate slope, normal 50 70 60 72 84
    Mod. slope, smooth 70 85 64 76 86
    Severe slope,  30 40 68 80 88
    Severe slope,  50 60 72 84 90
    Severe slope, 70 80 76 88 92
    Cliff, rough, with ledges 20 40 80 92 94
    Cliff, rough, no ledges 40 60 84 96 96
    Cliff, smooth, w/ ledges 60 80 88 98 98
    Cliff, smooth, no ledges 80 90 92 99 99

    <~=> = <note: table is a little different. if i've done things right, then the results should be correct, mathematically>

    -
     

    Rappelling
    Rappelling

    Rappelling is a means of hastily descending a sheer surface by
    means of a rope attached at the top. The character lets the rope
    wind around his body and uses the friction of the rope to slow his
    descent.



    16.

    In order to rappel successfully, the character must make a successful
    CC with a +50% modifier. Failure means a
    fall from the top to the bottom of whatever distance is involved. A
    rappel can be made down a free-hanging rope, where the character
    has no wall to brace against, but in this case the modifier is
    only +30%.

    A character can rappel up to 120 feet per round. All normal
    climbing restrictions apply (encumbrance, armor,etc.).

    Rappelling
    By applying sideways pressure against the surface being descended and using the friction of the rope as it moves around his body to additionally slow his fall,
    the climber can come down under control and at a base speed of 120 feet per round.

    To successfully rappel down a slope of a cliff,
    the character must make a Climbing Check with a +50% modifier to his current Climbing Rating for every round or part of a round spent descending in this fashion.

    Rappelling down a free-hanging rope, where the character has no surface to brace against,
    can be done,
    but the modifier to the character's Climbing Rating is only +30% instead of +50%.
    And if the character fails a Climbing Check while rappelling in this fashion,
    his Dexterity Checks are made with a +2 modifier to the die roll.

    Wikipedia: Abseiling (Rappelling)

    By securing a rope at the top of a slope or cliff and then winding
    it around his body, a character can descend a non-horizontal surface
    quite rapidly by the process known as rappelling. By applying
    applying
    sideways pressure against the surface being descended and
    using the friction of the rope as it moves around his body to additionally
    slow his fall, the climber can come down under control
    and at a base speed of 120 feet per round. (Penalties to this
    movement rate, for encumbrance and other factors, apply just as
    they do for an ascent.)

    To successfully rappel down a slope of a cliff, the character
    must make a Climbing Check with a +50% modifier to his current
    Climbing Rating for every round or part of a round spent descending
    in this fashion. Failure on any check indicates that the
    character has lost his grip on the rope, and he will hang upside
    down, spinning while suspended by the rope, until he is rescued
    or until he makes a successful Dexterity Check (indicating that he
    has regained his bearings and secured a new hold on the rope).
    DEX  Checks are allowed once per round.

    Rappelling down a free-hanging rope, where the character has
    no surface to brace against, can be done, but the modifier to the
    character’s Climbing Rating is only + 30% instead of + 50%.
    And if the character fails a Climbing Check while rappelling in this
    fashion, his Dexterity Checks are made with a +2 modifier to the
    die roll.

    USING ROPE (WSG)


     

    Crossing a Chasm on a Rope
    1e

     
     
    Crossing a Chasm on a Rope

    Although a rope is a valuable tool for crossing obstacles in a
    party’s path, a perennial problem always seems to arise: How to
    attach the rope to the far side?

    A grappling hook is one means, as long as there are solid irregularities
    in the far surface that provide some purchase for the
    hook. Such irregularities are not common in a dungeon setting,
    but they are found more often in natural caves && caverns. If the
    crossing was once bridged, there will invariably be some wreckage
    of the bridge’s foundation that can be caught with a grappling
    hook.

    If a random determination is needed, there is a base chance of
    50% that a given crossing has some sort of protrusion for a
    tossed grappling hook to catch on. As in climbing with a grapple,
    the DM should roll d100 and compare the number to the appropriate
    result:

    Table 5: Crossing With A Grapple
    Grapple Target Miss Catch and Slip Catch
    Bare stone walls/floor 01-82 83-89 90-00
    Cave formations 01-75 76-80 81-00
    Ruined foundation 01-66 67-71 72-00

    Other ways of attaching the rope include a player flying to the
    far side and attaching a rope for his companions, making a loop
    and attempting to lasso a protruding stalactite or post, or the popular
    but impractical rope-tied-to-the-arrow-which-is-embedded-in-
    something trick. While dashing and romantic, an arrow trailing
    a rope and fired into some wooden material is simply not strong
    enough to support even the lightest of characters.

    A thrown loop has better possibilities, but is a tricky maneuver
    that can only be attempted by thieves or other characters with a
    long and intimate familiarity with ropes (characters who were
    raised on farms, or who served as sailors, for example). Before
    such a throw can be attempted, a suitable target must be located.
    This is uncommon in a dungeon, but in a cave there is a base
    20% chance that an appropriate stalagmite is located in a convenient
    position. The max. range of a thrown loop is given
    in the following table and assumes the character has a clear
    radius of 10 feet around him to prepare the throw. The range is
    halved if this is not the case.

    Table 6: THROWN LOOP RANGES
    Character Level Maximum Range (in feet)
    1-4 40
    5-8 50
    9-12 60
    13-16 75
    17+ 90

    The basic chance to hit is 20% at maximum range. This
    chance is modified by + 1% for each foot under maximum range.
    For example, a 7th-level character attempting to throw a loop
    over a stalagmite some 30 feet distant has a 40% chance of making
    a successful toss. (20 + [50-30= ]20 = 40%)

    This attempt takes one round. If it is unsuccessful, the coiling
    of the rope for a second attempt takes 1d6 rounds. Characters
    may make as many attempts as they wish. This method carries
    the additional advantage of being virtually soundless.

    Of course, catching the grapple or loop on the opposite side
    simply means that one end of the rope is anchored. The other end
    can be tied off to a handy protrusion (50% chance of finding one),
    tied to a spike hammered into the stone, or held by a character
    (see Belays).

    A character crossing on such a line is in a precarious position
    indeed, and must make a Climbing Check each round that he is
    thus suspended. The character is allowed a +30% modifier to
    his CR, but modifiers for armor and encumbrance
    still apply. A rope is always considered a nonslippery surface.

    The rate of climb listed for “Rope and Wall” applies to characters
    making a crossing on a rope.



    18.

    Crossing a Chasm on a Rope

    SUMMARY
    The range figures above assume that the character has a clear 10-foot radius space around him so that the loop can be whirled around before it is released.

    The base chance of hitting the TARGET is 20%,
    with a +1% bonus for every foot of distance between thrower and target that is less than the max. range.
    If moderate || heavy precipitation is occuring,
    or the wind is blowing more than 20 miles per hour,
    or any condition exists that hampers visibility (fog, night, etc.),
    the chance of hitting the TARGET is modified downward by half.
    For instance, a 17th level character attempting to throw a loop over a TARGET 50 feet away on a fog-shrouded mountaintop has a 30% chance of succeeding.

    <
        MR = Maximum Range (see above table)
        D = distance (between character and target)
        C = condition (if precipitation.moderate || precipitation.heavy || 20+ wind || fog || night : then C = 2 else C = 0)
        FC = Final chance (of hitting target)

    DM = MR - D (distance modifier)
    FC = (20 + DM)/C
    >

    <compare this to the example : is the example in error, or is my formula in error?>

    Once a rope is securely anchored at both ends,
    characters can move along it with a hand-over-hand motion at a max. of 30 feet per round.
    It is prudent for only one character to use the rope at a time;
    if more than one character hangs from the rope at the same time,
    each of them must make a Dexterity Check with a +2 modifier to the die roll.

    Whether climbing a mountain or traversing some other sort of
    terrain, characters will sometimes find it advantageous to negotiate
    a chasm or deep canyon by anchoring a rope on the far side
    and moving hand-over-hand across the rope to get to the other
    side. The success of this tactic depends mainly on two factors:
    whether the terrain offers any protrusion on which to anchor a
    line, and whether the characters can successfully anchor the
    rope so that it will hold their weight. If a rope attached to a grappling
    hook is being used, then answers to both of those questions
    can be determined by using the Grappling Success Table
    (above), choosing the line that most closely corresponds to the
    terrain of the target area, and following the procedure for throwing
    a grappling hook.

    It is also possible to catch a protrusion with a thrown loop of
    rope, if the target is located directly across from or only slightly
    above or below the thrower. (The thrown-loop tactic does not
    work on a vertical climb, which is why it was not discussed in the
    preceding section.) However, the character doing the throwing
    must be a thief or a character with proficiency in rope use; no one
    else can succeed in such an endeavor.

    The character’s xperience level determines the maximum
    distance at which he can hit a TARGET, and his chance of looping
    the rope around the TARGET depends partially on how far away the
    target is.

    Table 21: THROWN LOOP RANGES
    Character Level Max. Range (in feet)
    1-4 40
    5-8 50
    9-12 60
    13-16 75
    17+ 90

    The range figures given above assume that the character has a
    clear 10-foot radius space around him so that the loop can be
    whirled around before it is released. If this is not the case, maximum
    range is half of the given figure.

    The base chance of hitting the TARGET is 20%, with a +1% bonus
    for every foot of distance between thrower and target that is
    less than the maximum range. If moderate to heavy precipitation
    is occurring, or the wind is blowing more than 20 miles per hour,
    or any condition exists that hampers visibility (fog, night, etc.), the
    chance of hitting the target is modified downward by half. For instance,
    a 17th-level character attempting to throw a loop over a
    target 50 feet away on a fog-shrouded mountaintop has a 30%
    chance of succeeding.

    Before characters can MOVE across a horizontally anchored
    rope, both ends must be anchored, which means that a suitable

    protrusion must exist at the location the characters are moving
    from. (It is a wise idea for characters to check this out before they
    go to the trouble of anchoring the rope on the far side of the
    chasm.) Once a rope is securely anchored at both ends, characters
    can move along it with a hand-over-hand motion at a maximum
    rate of 30 feet per round. It is prudent for only one character
    to use the rope at a time; if more than one character hangs from
    the rope at the same time, each of them must make a Dexterity
    Check with a +2 mod to the die roll. Failure indicates that the
    character loses his grip on the rope and falls.

    Swinging Across

    Perhaps a character cannot find a means of anchoring the rope
    on his side of a chasm. Or perhaps he now holds the unenviable
    position of last man on the line. Sometimes hostile creatures
    remove one end of an unguarded rope, causing characters supported
    by that rope to swing into a wall or other unforgiving surface.
    If this should happen, all is. not necessarily lost. Of course, if
    the character happens to be crossing directly over a pit of bubbling
    lava, he could be in real trouble if the loose rope swings to
    the floor. In crossing a cavern or other open area, however, the
    following procedures apply.

    A rope supported at one end swings to a point where it is hanging
    straight down. If a weight (such as a character) is attached to
    the rope, momentum will carry the rope past the straight down
    point, creating a pendulum motion. It is this momentum that gives
    characters problems when they ram into a solid object during
    their swing.

    If a character is holding a rope that swings into an obstacle, he
    must make an immediate Climbing Check to see if he can hold
    on. This check is modified by a -5% per 10 feet of rope between
    the character and the point at which the rope is fastened. A successful
    check means that the character has held on; an unsuccessful
    check means that he has been knocked off the rope and
    has fallen.

    A character thus smashed also takes 1d6 points of damage per
    20-foot section of rope between the character and the attached
    rope end. Drop all fractions, so a character on a 15-foot rope
    receives no damage, and a character 35 feet down a rope suffers
    only ld6 points of damage.

    Belays

    Any character can attempt to protect another character against
    a fall with a belay. The only tool required is a rope, although
    spikes can add to the security of a belay.

    The character to be protected must have a rope tied securely
    around him. The character performing the belay holds the other
    end of the rope, but does not tie it to himself. Instead, he pays out
    the rope slowly as the other character moves farther away from
    him. If the protected character should fall, the character performing
    the belay grabs the rope tightly and braces himself to try to
    catch the shock of the other character’s weight.

    Example of a Party Roped Together: This party of adventurers
    is trying to cross a broken region of chasms and stalactites. They
    are roped together to decrease the chance of a dangerous fall. If
    character #1 falls, then player #2 rolls a Climbing Check to see if
    his character stops the fall. Failure means that character #2 also
    falls and player #3 must roll to see if his character stops his falling
    comrades. This continues until either one player successfully
    rolls a Climbing Check or all the characters fall.

    As another example, if character #4 falls, the players of characters
    #3 and #5 must roll Climbing Checks. Both must succeed to
    halt the fall. If either fails, that characterjoins #4 in the falland the
    character next to him must try to halt the fall. This continues until
    one character on each side of the fall holds fast, or all the characters
    on one side (or both sides) fall.

    The character performing the belay must roll a Climbing Check in
    order to arrest the fall. If the check is successful, the rope is
    held and the other character can fall no farther than the length of
    the rope. If the check is unsuccessful, the rope runs through the
    hands of the belayer too quickly, and the fall proceeds normally.

    If a character successfully holds the rope during a belay, but
    that character occupies a dangerous or narrow spot, the character
    must make a second Climbing Check. If the second check is
    successful, the character maintains his hold on whatever surface
    he is clinging to. If the second check is unsuccessful, however,
    the belayer joins his companion in a fall.

    This second check is required of all belayers who are on a
    sheer surface of any kind, and also to characters who are on a
    level spot, but are within three feet of the edge of the sheer surface,
    assuming that the fall pulls them in the direction of the dropoff.

    Any number of belayers can be strung together, in case the first
    one fails to stop the fall. Each additional falling character on the
    rope subtracts 10 from the Climbing Success chance of the character
    attempting to belay.

    A character performing a belay from a dangerous spot can use
    a spike to anchor himself. If he is thus anchored, he performs the
    belay normally. If he successfully arrests a fall with a Climbing Check,
    but then fails his second Climbing Check so that he is
    also pulled into the fall, the spike should then catch both falling
    characters. As when a spike is used to protect a climber, however,
    it has a 10% chance per character supported of pulling loose.

    A belay can also be used to hold one end of a rope that a character
    will be using for support, as in a chasm crossing. If a grappling
    hook is used to fasten the far side of a rope, one character
    may establish a belay on the near side of the crossing. Characters
    can then make the crossing as if the rope were attached at
    both ends. This type of belay does not require the character holding
    the rope to make any checks.
     



    19.
     

    Roping Together
    Roping Together

    Characters can attempt to insure greater group security by roping
    together--tying the characters to a rope with 20 or 30 feet of
    slack between them. A party that is roped together insures that
    no single member will suffer a damaging fall; however, the group
    takes the risk of all members falling together.

    Characters who are roped together must move at the rate of
    the slowest member. The order of characters on the rope (first,
    second, third, etc.) should be noted on paper or displayed with
    miniatures. If one character falls, the characters on each side of
    him must make CCs. If both checks are successful,
    the fall is stopped immediately. If one character arrests the fall,
    but the other fails, the successful character must check again to
    arrest the fall of two characters (-10 modifier). In addition, the
    character next to the second character to fall must make a CC to catch two characters.

    Each time the weight of a new character is added to those who
    have fallen, the characters who have not fallen but are adjacent
    to those falling must make CCs. This process is continued
    until a successful CC is made to each side of
    the falling characters, or until the entire party falls.

    If a character or characters on the end of the rope fall, only the
    single character next to the falling character must make a check.
    Thus, it is more advantageous to have either the first or the last
    character fall, especially if the character next to the first or the
    last one is a skilled climber.

    Roping Together
    SUMMARY:
    For each character who fails his CC beyond the first,
    the adjacent character(s) must make CCs with a -10% penalty to their Climbing Ratings.

    Examples: Five characters are strung together on a 200-foot rope, attempting to scale a cliff face.
    If the fourth character fails his check, then the third character must make a successful check at a -10% penalty to stop both of his comrades.

    If they both fail,
    then the first and fifth characters must both make successful checks at a -20% penalty (since three characters have fallen away from the cliff),
    or all five characters will head for the bottom.
    If only the first or the fifth character makes his check,
    then that character does not fall immediately,
    but he must make another check --
    this time at a -30% penalty (since the four other characters have all fallen) to keep everyone else and himself from falling.

    If two or more characters are roped together while on a climb
    and one of them fails a CC, the character or characters
    adjacent to the one who fell must make additional successful
    CCs (even if they had just made a successful check
    earlier in the same round) to keep from being pulled away from
    the slope or cliff face and also falling. If a character on either end
    of the rope falls, only the character adjacent to him needs to
    make a CC. If a character in the middle of the group
    falls, the climbers on both sides must make successful checks to
    halt his fall. If one or both of the adjacent characters fails his
    CC, then two or three characters are in danger of
    falling instead of just one. For each character who fails his CC beyond the first, the adjacent character(s) must make
    CCs with a - 10% penalty to their Climbing Ratings.
    The process continues until characters on either side make successful
    CCs or until everyone in the group fails a
    CC - which means that the entire group has fallen.
    If the last two characters in a group are both required to make
    checks at the same time and only one of them succeeds, then the
    successful character must make one more check to keep the entire
    group from falling.

    Examples: Five characters are strung together on a 200-foot
    rope, attempting to scale a cliff face. If the last character in line
    fails a Climbing Check, the fourth character must make a successful
    check to arrest his companion’s fall and keep from falling
    along with him. If the fourth character fails his check, then the
    third character must make a successful check at a - 10% penalty
    to stop both of his comrades.

    If the third character in line falls, the second and fourth characters
    must both make successful checks. If they both fail, then the
    first and fifth characters must both make successful checks at a
    -20% penalty (since three characters have fallen away from the
    cliff), or all five characters will head for the bottom. If only the first
    or the fifth character makes his check, then that character does
    not fall immediately, but he must make another check - this time
    at a -30% penalty (since the four other characters have all
    fallen) to keep everyone else and himself from falling.


     
     
     

    FALLING +
     
     


    Climbing (WSG)

    <check image>
    <image at top of page may be repeated: try to go for singularity>

    <(1. this is the WSG rules only)
    (2. You'll need the WSG rules to follow this : go to page 33)
    (3. As a concept, only use the numbers (tables, sentences with numbers) in those 1E books ... beyond that: whatever / make it up / forget about the text / your call)
    (4. dreamcatcher: thanks! you are a good teacher to anyone who has a dream in their heart!)>

    CLIMBING
    Rates of Climbing
    Modifications for Encumbrance
    Surface Types
    Surface Conditions
    Chance of Falling
    Climbing Checks
    Damage from Falling
    Stopping a Fall
    -
    DSG / WSG

    USING ROPE FOR MOVEMENT AND CLIMBING
    Roping Together
    Rappelling
    Belaying
    Use of Grappling Hooks
    Crossing a Chasm on a Rope
    The Mountaineering Proficiency
    -
    -
    -
    DSG / WSG

        The rules in this section and the folling one are adapted
    from the rules for climbing and moving with the aid or a rope as
    found on pages 14-17 of the DSG. A
    summary of those rules, slightly altered to take into account the
    conditions of the wilderness, is given here for ease of reference
    and for sake of those who do not have access to the other
    book.
     
     

    Chance of Falling

    SUMMARY
    * A character's chance of falling while climbing is a percentage equal to 100 minus his Climbing Rating.
    * A thief's CR (Climbing Rating) is the same as his climb walls score (see PH, page 28.)
    * A non-thief without skill in mountaineering has a CR of 40%, and
    * A non-thief with skill in mountaineering has a CR of 80% whenever he is using his mountaineering tools on a surface that only he (or a thief) is capable of climbing.

    Chance of Falling:
    A character’s chance of falling while climbing is a percentage equal to 100 minus his CR.

    Climbing Rating (CR):
    A thief’s Climbing Rating (CR) is the same as his climb walls score score (see PH, page 28.)
    A non-thief without proficiency in mountaineering has a Climbing Rating (CR) of 40%,
    and a non-thief with proficiency in mountaineering has a Climbing Rating (CR) of 80% whenever he is using his mountaineering tools on a surface that only he (or a
    thief) is capable of climbing.

    Any character’s Climbing Rating can be modified by several
    conditions or circumstances, with the result that some surfaces
    can be climbed by some characters with no chance of falling, and
    other surfaces may prove practically impossible for a certain
    character to negotiate unless he can change one or more of the
    prevailing conditions in his favor. Also, certain conditions (such
    as the wearing of heavy armor; see below) can negate the possibility
    of a climbing attempt altogether.

    When a character’s final Climbing Rating (or climb walls score,
    for a thief) is determined, that number is used to determine the
    success or failure of any Climbing Checks that are called for. For
    each Climbing Check, the DM or the player of the
    character rolls percentile dice. A result greater than the Climbing
    Rating indicates failure, and a result equal to or less than the
    Climbing Rating indicates success.
     

    Climbing Checks (CC)

    SUMMARY
    * A character must make at least one successful Climbing Check (CC) to manually ascend or descend any non-horizontal surface when the total distance to be treveled is at least 10 feets.
    * A character who begins a climb must make a successful Initial Climbing Check after traveling 10 feet in order to be able to continue climbing.
    * This Intermediate Climbing Check may be called for when the current ascent or descent covers a substantial distance (more than 100 feet), or when the surface being climbed is smooth, slippery, severe, or a combination of those three qualities.
    * This Final Climbing Check is made with a +20% modifier to the character's Climbing Rating.

    1. A character must make at least one successful CC to manually ascend or descend any non-horizontal surface
    when the total distance to be traveled is at least 10 feet. A
    character who begins a climb must make a successful lnitial
    CC after traveling 10 feet in order to be able to continue
    climbing. Failure on this check indicates that he has fallen
    back to the point from which the climb started.

    (2). Depending on the length and difficulty of the climb, the
    DM may require another CC to be
    made at the midpoint of the current ascent or descent. The current
    ascent or descent is measured from where the climb began
    to the nearest location where a character can assume a stable
    position (standing, sitting, kneeling, lying, etc.) without having to
    hold onto the slope or cliff face to maintain that position. This lntermediate
    Climbing Check may be called for when the current ascent
    or descent covers a substantial distance (more than 100
    feet), or when the surface being climbed is smooth, slippery, severe,
    or a combination of those three qualities. It is recommended
    that an intermediate check always be made when a
    character is traveling laterally and any of the above conditions
    apply. (Brief stretches of lateral movement do not count for purposes
    of this determination, as long as the character’s principal
    direction is either up or down.)

    3. Another CC is always made at the beginning of
    the round in which the character will complete his climb if he does
    not fall. This Final Climbing Check is made with a + 20% modifier
    to the character’s Climbing Rating. Failure indicates that the
    character has fallen, and if the fall occurs while he is on a severe
    slope or a cliff, he won’t stop until he hits bottom. If the distance of
    the climb and the character’s movement rate cause this check to
    come in the same round as the InitialClimbing Check, then the initial
    check (with no bonus applied) is the only one that must be
    made to determine success or failure.

    Stopping a Fall

    On a roll of 1-3 the
    character will fall; on a roll of 4-5 the character
    will manage to catch hold of the edge
    and hang on. Hanging individuals must be
    rescued in 1-3 rounds or they too will fall.
    On a roll of 6 the character managed to leap
    to safety.
    (A1-4.88)


    Stopping a Fall


     

    If a character falls (for any reason) and is next to a wall or other
    climbing surface, he can attempt to slow his fall by catching onto
    the surface. Such an attempt can only be made in the first 50 feet
    of a fall, since after that the character’s momentum is too great to
    allow him to catch anything.

    A character can attempt to grab a nearby surface by rolling
    d100 and getting a result that is less than or equal to 112 of the
    character’s Climbing Rating (or thief’s climb walls ability), if the
    climbing surface is nonslippery. A slightly slippery climbing surface
    can be caught on a number equal to or less than 1/4 of the
    character’s Climbing Rating--i.e., the character has only half the
    chance of stopping the fall that he would have with a nonslippery
    surface.

    A slippery climbing surface cannot be used to stop a fall.


    Stopping a Fall

    SUMMARY
    * Only one attempt may be made,
    and it must be made within the first 50 feet of a fall from a cliff face or down a severe slope;
    within the first 75 feet of a fall down a moderate slope;
    or within the first 100 feet of a fall down a gentle slope.

    A character can attempt to halt his descent in a fall or a tumble
    and thereby reduce the damage he suffers. Of course, the
    chances for success in such an endeavor are much greater for a
    character tumbling down a gentle slope than they are for a character
    in free fall. The DM can use these rules in one
    of two ways: He can require the player of a character to announce
    an attempt to stop a fall before it becomes impossible to do so, or
    he can simply allow any character an automatic attempt right after
    the character begins to fall, as long as the character is able to
    make the attempt. (Someone who begins to tumble down a gentle
    slope and insists on continuing to hold his sword and shield
    cannot try to stop his fall unless he drops what he is holding.)

    Table 19: CHANCE OF STOPPING A FALL OR TUMBLE
                                                                           ....                                                         Condition of Surface                                                                            ....
    Surface Fallen From Non-Slippery Slightly Slippery Slippery
    Gentle slope 7/8 3/4 2/3
    Moderate slope 3/4 2/3 1/2
    Severe slope 2/3 1/2 1/4
    Cliff face 1/2 1/4 -

    <C++, pop quiz: are fractions used?>

    The entries on this table represent the chance of stopping a fall
    or tumble, expressed as a fraction of the character’s CR.
    Only one attempt may be made, and it must be made
    within the first 50 feet of a fall from a cliff face or down a severe
    slope; within the first 75 feet of a fall down a moderate slope; or
    within the first 100 feet of a fall down a gentle slope. In the case of
    a fall from a cliff or a severe slope, the attempt can only succeed if
    some protrusion exists for the character to grab onto. For a tumble
    down a moderate or gentle slope, the character can use the
    slope itself to halt his fall by pressing down against it with his
    arms and legs. But if the attempt is not made before the fall or
    tumble exceeds the indicated distance, it cannot be made at all,
    since after that time the character’s velocity will be too great to
    make the attempt worthwhile.

    A character who stops his fall will still take impact and/or abrasion
    damage for the distance fallen, if such damage applies. It is
    entirely possible for a character to halt his tumble down a moderate
    or gentle slope before he suffers any damage, if his hands are
    free and he makes a successful attempt immediately after starting
    his tumble.


     


     
     
     

    USING ROPE FOR MOVEMENT AND CLIMBING (DSG)


     
    Rope Use (Skill) Roping Together Rappelling Use of Grappling Hooks Crossing a Chasm on a Rope
    Mountaineering (Skill) Belaying Ropes (DSG) - Skills

    SUMMARY
    The standard 50-foot coil of rope is assumed to be somewhat smaller than 1/2 inch in diameter,
    and a rope of this diameter can support up to 1,500 pounds without being in danger of fraying or breaking.
    If this weight limit is exceeded,
    there is a 20% chance per TURN (non-cumulative) while the strain remains on the rope that it will break.
    If the rope does not break,
    there is a 10% chance, cumulative per TURN, that it becomes weakened from the stress (10% after one turn, 30% after two turns, 60% after three turns, 100% after four turns).
    The chance of a weakened rope breaking the next {time} it is used to support more than its weight limit is 40% per TURN (noncumulative).

    A climbing rope is 150 or 200 feet long and 1/2 inch in diameter,
    with a weight limit of 2,000 pounds.

    A 50-foot rope will suffice to {tie} two characters together,
    and another character can be added to the string for every additional 50 feet of rope in the coil.

    If the {knot} is made by anyone else,
    the amount of weight the rope will hold without weakening or breaking is reduced by 500 pounds.
    If two ropes of different diameters are tied together, the weight limit of the smaller rope (minus 500 pounds, for the knot) applies to the combined line.

    Characters are not expected to climb slopes or cliff faces while
    relying only on the strength and dexterity of their hands and feet.
    Certain equipment is available (and often necessary) to assist a
    character in climbing a severe slope or a cliff face, and the single
    most important equipment any climber can have is a coil of rope.

    The standard 50-foot coil of rope is assumed to be somewhat
    smaller than 1/2 inch in diameter, and a rope of this diameter can
    support up to 1,500 pounds without being in danger of fraying or
    breaking. If this weight limit is exceeded, there is a 20% chance
    per turn (non-cumulative) while the strain remains on the rope
    that it will break. If the rope does not break, there is a 10%
    chance, cumulative per turn, that it has become weakened from
    the stress (10% after one turn, 30% after two turns, 60% after
    three turns, 100% after four turns). The chance of a weakened
    rope breaking the next time it is used to support more than its
    weight limit is 40% per turn (noncumulative).

    For mountain climbing and other uses in the wilderness, a
    longer and stronger rope is often used. A climbing rope is 150 or
    200 feet long and V2 inch in diameter, with a weight limit of 2,000
    pounds. It is also subject to weakening or breaking as described
    above.

    A rope can be used to tie characters in a group together, so that
    if one character falls his comrades have a chance of arresting his
    fall (see below). A 50-foot rope will suffice to tie two characters together,
    and another character can be added to the string for
    every additional 50 feet of rope in the coil.

    It is usually not a good idea to make a longer rope out of two or
    more shorter ones by knotting them together. Only a character
    with proficiency in rope use can make a knot that will hold the
    same amount of weight as the ropes on either side. If the knot is
    made by anyone else, the amount of weight the rope will hold
    without weakening or breaking is reduced by 500 pounds. If two
    ropes of different diameters are tied together, the weight limit of
    the smaller rope (minus 500 pounds, for the knot) applies to the
    combined line.
     

    <
    if this table is revised, then update the mirror table in the PH!
    >

    <
    Rope
    Type Cost Length Load Characters Weight
    "A Rope" 4 sp 50' 1500# 2 PCs 5#
    "B Rope" 12 sp 150' 2000# 4 PCs 30#
    "C Rope" 28 sp 200' 2000# 5 PCs 40#

    I put this table together myself, starting from the WSG info.

    A: 4 $p, as per PH
    B: 12 sp was multiplied by 1.33, for 16 sp
    C: 16 sp was multiplied by 1.33, for 21.33. then 27 sp, 2 cp was written = 28 sp. (check the math here)
    A: 5#, as per DMG
    B: 22.5#, multiplied to 30#
    C: 30#, multiplied to 40#

    ! correct A. rope weighs 7.5#, according to the DMG

    >

    <These spells might be of interest: [tie], [knot], [untie], [tangle], [bind]>

    Rope (DSG) +
     

    Q: How thick and strong is a 50? rope?

    A: The average adventurer's rope is probably
    9/16" hemp (judging from the encumbrance
    rules). Such a rope has a "parting
    strength" of 3,450 lbs., if it is in good condition.
    Doug Niles, author of the DSG, notes that when
    used to abruptly halt a free fall, a rope's
    effective strength can be as little as 10% of
    its maximum.
    (126.81)
     

    Roping Together +

    Rope Use (1, DEX, 0): A character with this proficiency has extraordinary
    knowledge in the use of rope, pertaining especially to the tying
    and releasing of knots. If the construction of a temporary shelter
    involves the use of rope (which is almost always the case), a character
    with proficiency in rope use can erect or take down the shelter
    in half the length of time that a normal character would
    require. Such a shelter erected by a character with this proficiency
    is half as likely to be adversely affected by inclement
    weather (high winds, heavy rain or snow) as a shelter erected by a normal character.
    ** See the section on Camping && Campfires for details on the effects of weather conditions upon a temporary shelter.

    If a proficient character has his hands bound and tied with a
    rope or a cord, he can escape the bonds by making a successful
    Proficiency Check. This check is made with a +3 modifier to the
    die roll if the character’s hands are tied in front of his body, or with
    a +6 modifier if the character’s hands are tied behind his back.
    A character with proficiency in rope use gains +2 to hit on all
    attacks made with a lasso. He also receives a 10% bonus on all
    Climbing Checks made while he is using a rope, including attempts
    to belay companions.
    ** See the section on Climbing for details on how to determine the success of a climbing attempt.
     
     

    The Mountaineering Proficiency

    Mountaineering (1, NA, NA) (DSG):
    This proficiency allows a character to climb with the aid of spikes driven into rock.
    A proficient character can use spikes as described under the rules of climbing.
    The character also gains a + 10% bonus to his Climbing Rating for each slot spent on this proficiency.
     

    MOUNTAINEERING (2, NA, NA) (WSG):
    This proficiency allows a character to ascend
    steep, rocky terrain by using spikes that he drives into cracks in
    the rock face, thereby being able to negotiate a surface that is not
    normally able to be climbed. A character with this proficiency also
    gains other benefits as described in the text on Climbing in the
    section on Encumbrance && Movement.
     

    SUMMARY (WSG)
    No matter what a piton is used for or how much strain is put on it,
    there is only a 10% chance it will come loose.
    This chance is checked the first time the piton is called upon to support a weight of 100 pounds or more
    (simply pulling on the rope will not dislodge a piton or indicate whether it has a chance of coming loose).
    If the piton passes this first check,
    it will remain lodged until a mountaineer dislodges it with his hammer --
    and there is a 10% chance that any piton will not be able to be dislodged and must be left behind.

    THE MOUNTAINEERING PROFICIENCY (WSG)
    A character with proficiency in mountaineering <e>
    is only slightly more accomplished than any other non-thief character is at climbing or traversing
    most non-horizontal surfaces, where the mountaineer’s special
    equipment is not needed or does not offer any advantage. But
    when a difficult surface must be ascended or descended by one
    or more members of an adventuring party, the presence of a
    mountaineer can mean the difference between life and death.
    The essential tools and skills of a mountaineer are these:
    Pitons, specially crafted metal spikes that are pounded into
    small cracks and fissures in a rock face to provide an anchor on
    which a line can be secured. Contrary to popular conception, pitons
    themselves are not used as handholds or footholds; this is
    uncomfortable at best and dangerous at worst, since the surface
    area of a secured piton is not very large.

    A special hammer used to pound the pitons into the rock face
    where they will be secured. (A hammer that serves as a weapon
    will not do; it is not made out of the right material, and is much too
    unwieldy to swing while the holder is perched on the side of a
    cliff .)

    And, last but certainly not least, the knowledge of where to
    place the pitons so that they will hold and will provide the greatest
    amount of support for the weight that will be put on them. Anyone,
    conceivably, can drive a piton into a crack, but only a mountaineer
    can tell which cracks will not widen or crumble so that the piton
    has only a small chance of coming loose.

    If a group of characters includes one mountaineer, that character
    can enable everyone else in the group to ascend or descend a
    surface they could not climb without him, as long as all the characters
    are roped together and the mountaineer is in the lead.
    A mountaineer’s ability to use pitons can come in handy in several
    instances when a rope needs to be anchored, or when tying it
    to a secured piton would provide an extra margin of safety. A piton
    will serve as a backup for a belayer, or provide an anchor for
    someone rappelling, or serve as a place to tie a rope before
    crossing a chasm.

    No matter what a piton is used for or how much strain is put on
    it, there is only a 10% chance that it will come loose. This chance
    is checked the first time the piton is called upon to support a
    weight of 100 pounds or more (simply pulling on the rope will not
    dislodge a piton or indicate whether it has a chance of coming
    loose). If the piton passes this first check, it will remain lodged until
    a mountaineer dislodges it with his hammer - and there is a
    10% chance that any secured piton will not be able to be dislodged
    and must be left behind.
     

    Question: What is the chance for climbing walls, etc., for non-thieves?

    Answer: The same chance thieves have of knowing spells or possess-
    ing 18/00 strength: none. (I can hear all the fighters saying, “But
    I can hide in the shadows: Watch this!” Even though the thief
    abilities have rather unimpressive, mundane names, they are
    indeed special abilities and can be successfully performed only
    by someone who has had, and continues to take, training in the
    thief profession.

        In a standard AD&D campaign, there can be no deviation
    from this rule —and it is a fact of “life” as much as it is a rule of
    the game. Only thieves can employ abilities described as uni-
    que to that class, just as clerics can do only what clerics are
    described as being capable of. This is obvious, necessary (from
    a playability standpoint), and logical as well; it takes a great
    deal of introductory training — specialized training — for a
    character to attain adventurer status (first level), and continu-
    ous review and training in the chosen class(es) if one is to rise in
    levels. The practice of an adventuring profession is a serious
    matter, often even a vital one, and each profession demands of
    its adherents all the interest, energy, and effort they can muster.
    Any DM who settles for less than this attitude from player
    characters and still allows them to rise in experience levels as if
    nothing was amiss is doing the playing group and the game a
    disservice.

    In extraordinary circumstances or for the sake of experimen-
    tation, non-thief characters with exceptionally high DEX
    might be allowed a chance of successfully performing certain
    thief-like abilities. This mutates the adventure or campaign,
    and this fact should be understood by the DM and all the
    players: what they’re playing isn’t an AD&D game any longer.
    But it might be interesting if, for instance, any non-thief with a
    dexterity of at least 16 (and any monsters with the same trait)
    was given a small chance to use that dexterity similar to the way
    the ability benefits a thief. In this hypothetical system, the
    “dexterity benefit” would only apply to those thief abilities that
    allow bonuses for high dexterity: picking pockets, opening
    locks, locating/removing traps, moving silently, and hiding in
    shadows. The percentage chance of success for a non-thief to
    perform a certain function would be a constant, related only to
    the character’s dexterity and not to his or her level of expe-
    rience. The percentage chance for success is the same as the
    number given as a bonus on Dexterity Table II (Players Hand-
    book, page 12), and success is only possible when a number is
    given. Thus, a non-thief with 16 dexterity would have a 5%
    chance of using the opening locks ability, but no other thief-like
    abilities, and a non-thief would need 18 dexterity to have any
    chance of locating/removing traps.

        In no case could it be justified for non-thieves to have the
    ability to climb walls using this same reasoning, however. First
    of all, the ability has no direct relationship to dexterity, or else it
    would be listed in Dexterity Table II. Second of all, climbing
    walls is a thief’s bread and butter, his claim to fame, the one
    thing even a Rogue (Apprentice) (T1) can do with a decent chance of
    success. It stands to reason that a large portion of the thief’s
    training goes into acquiring this ability in the first place; it isn’t
    something a fighter-type can pick up over a weekend of rigor-
    ous wall-clutching. Climbing walls is like riding a unicycle: It
    takes forever to learn how, and once you learn the basics you
    don’t ever get a whole lot better at it than you were when you
    started. Most people (except for thieves and diehard unicycle
    riders) will give up after taking a few spills, when it becomes
    apparent that the bumps aren’t worth the benefits.
    (Update: Non-thieves can definitely try to Climb. See Climbing, above).
    (Update: Strength affects Climbing Rating, Dexterity affects Climbing movement rate).
    (Update: Using the 0-level rules in GHA, some characters can have the abilities of other classes).

    Belaying

    This is a process similar in some ways to both roping together
    and rappelling, in that it produces the same effects - but those
    effects are achieved in a much different way. Belaying is a means
    of helping a character slowly descend a surface, or a means of
    keeping the character from falling while he is trying to ascend or
    travel laterally.

    The character to be belayed must have one end of a rope tied
    securely around his body. The character performing the belay
    holds onto the rope and pays it out as the character moves farther
    down or away, always keeping just a small amount of slack in the
    line. For an ascending climber, the process is reversed; the belayer
    pulls the rope in as the climber comes closer to where he is
    located.

    If the climber begins to fall, the belayer can halt the fall by making
    a successful Climbing Check. Failure on this check indicates
    that the belayer has lost his hold on the rope, and the climber will
    fall the full distance possible. Success indicates that the belayer
    has managed to hang onto the rope, and at worst the climber will
    fall no farther than the length of the rope.

    If the belayer is himself in a precarious position (relying on
    handholds and footholds to maintain his location), he may find
    that successfully holding the rope was not conducive to his own
    continued safety. If he makes the first Climbing Check and
    thereby succeeds in halting his companion’s fall, he must make a
    second successful check to keep from being pulled down by the
    jolt of the rope going taut. If this check is failed, both the belayer
    and his companion will fall. If the belayer is in a secure position
    (such as on the top of a plateau or a wide ledge, where he does
    not need to hold himself onto the slope or cliff), this second check
    is not necessary.

    A string of characters connected in pairs with different ropes
    can belay one another in sequence (except, of course, for the last
    character in line, who cannot belay anyone, and the leader, who
    cannot be belayed). However, only one belay can be performed
    at any time, and a character cannot climb while he is belaying
    someone else. As a result, this method of ascending a slope or a
    cliff is a relatively slow one, but it has the advantage of increased
    safetyfor the group as a whole. If one character in the middle of a
    string of belayers begins to fall, he will not drag down anyone beneath
    him (as would be the case if all characters were roped together).
    If the belayer of the falling character fails to arrest his fall,
    then that belayer has a chance of being saved by the character
    above who is belaying him - but nothing can help the first character
    who fell, since only two characters are connected to the
    same rope.