Showing posts with label wilderness travel. Show all posts
Showing posts with label wilderness travel. Show all posts

Tuesday, November 2, 2021

Don't You Know the Way of Men? (Class: Wizard)

Credit Wikipedia

 
I asked for blogpost ideas, and Locheil said I should make a winter wizard. Ulimately it turned out to be more of an ice wizard and only a little bit of a winter wizard, but so be it.
 
Starting Equipment: A single long pole, a pair of old-fashioned cross-country skis, one weapon of your choice (with 20 ammunition if ranged), a snow globe (explodes into a 30' x 30' x 20' snowbank if shattered).

Skills: Skiing and 1d3: 1. Ice Skating , 2. Ice Fishing, 3. Ice Climbing

A: Hypothermic, Winter's Gift
B: Chillbringer, +1 MD
C: Warding Wind, +1 MD
D: Winter's Harbinger, +1 MD

Hypothermic: Your resting body temperature is 0° C. You are immune to cold weather and magical cold effects unless it's absurdly, unreasonably cold (maybe in the region of -100° C), but you suffer double the effect of heat-related ailments (heat exhaustion, heatstroke, etc). You have resistance to both cold damage and fire damage.

Winter's Gift: You have a pool of d6s known as Microclimate Dice, which function in the exact same manner as Magic Dice. You know 2 spells from your list, rolled on a d6. Roll again with a d8 at B template, a d10 at C template, and a d12 at D template.

Chillbringer: The area within 30' of you is always noticeably colder than the ambient temperature, unless it's already below freezing. If you want, everyone within 5' of you takes 1 damage per round from the cold unless they're wearing winter clothing and extinguishes small flames within the same area. Your touch deals 1d4 damage if it touches flesh or metal armor.

Warding Wind: A chill wind constantly blows around you. Missile attacks against you or targets adjacent to you have -2 to hit. Your aura of cold now deals 1d3 damage per round and can be extended up to 30' away from you. You can move through snow as though it were no obstacle at all.

Winter's Harbinger: The weather in the hex you occupy is always unseasonably cold - summer feels like spring or fall, spring and fall feel like winter, and winter feels like that one winter seventy years your great-grandma told you about. If it's near or below freezing, there's a 3-in-6 chance beyond the usual of snow, hail, or freezing rain (whichever the DM decides is most appropriate). Water freezes at your touch and below your feet.

Spells:  
  1. Snow Cave
    Casting Time:
    10 minutes
    Duration:
    8 hours/days/weeks/months
    Range:
    Touch
    A snow cave that can hold [sum] people appears, either in already existent snow or a snowbank that appears when you cast the spell. The inside of the cave feels like the perfect comfortable temperature for everyone inside. It cannot be entered by any who the caster does not want to allow in, although it can be collapsed or otherwise destroyed. No harmful magical effects can penetrate the cave.
  2. Control Water
    Casting Time: 1 action
    Duration: 0
    Range: 30'
    You can waterbend control any water within range that is not inside a creature. You can freeze, melt, or move up to [dice] ^ 3 cubic feet of water or ice (hitting somebody with this water is Save vs Magic or [sum] damage, freezing them in place is a Save vs Magic to avoid getting trapped and a Save vs Magic each round to escape), or turn [dice] ^ 3 cubic feet of water into ([dice] ^ 3) * 5 cubic feet of fog.
  3. Winter Storm
    Casting Time:
    1 action
    Duration:
    [sum] rounds
    Range:
    60'
    Choose [dice] of the following options to apply to the area within range:
    - Golf-ball hail pours down, dealing 1 damage to everyone not under cover each round.
    - Thick fog fills the air, restricting every creature's sight to a 10' range.
    - Waist-deep snow appears, cutting walking speeds in half.
    - Winds howl, making missile attacks impossible, forcing all creatures to Save or be knocked prone each round, and making hearing impossible beyond 10' away.
    - Black ice covers the ground, making all creatures who move Save or be knocked prone and take 1d6 damage.
    - All flames are immediately extinguished.
  4. Protection from Elements
    Casting Time:
    1 action
    Duration:
    [sum] hours
    Range:
    30'
    For the duration, [sum] creatures within range take [dice] less damage from heat and cold, and are immune to negative effects from temperature.
  5. Speak With Ice
    Casting Time:
    1 action
    Duration:
    [sum] minutes
    Range:
    Self
    For the duration, you can speak with ice in any of its incarnations. It will remember everything that has transpired since it was frozen. Snow is flighty and cheerful, melting ice is grumpy and resentful, glaciers are solemn and wise.
  6. Mulled Cider
    Casting Time:
    10 minutes
    Duration:
    [dice] hours
    Range:
    Touch
    [dice] slots worth of liquid are transformed into spiced and mulled cider, as hot as possible while not burning your throat. No matter the conditions, it will remain hot for the duration, and will persist after that but will cool down. Drinking a slot's-worth (which takes 1 action) heals 1d8 hitpoints if hot and 1d6 if cold. No one can benefit from this healing more than once per day.
  7. Hoarfrost Hauberk
    Casting Time: 1 action
    Duration: [dice] hours
    Range: 0
    You sheathe yourself in a spiked cuirass of ice. This cuirass has [sum] hitpoints, which take damage that would otherwise have damaged you. If an enemy hits you with a melee attack while any of these hitpoints still remain, they take [dice] damage.
  8. Wall of Ice
    Casting Time:
    1 action
    Duration: -
    Range:
    60'
    You create a thick wall of ice within range. This wall can be in any shape with an area of [dice] * [dice] * 200 square feet, and it is [dice] * 5' thick. It cannot intersect any creature. If you enclose a creature, they can Save vs Magic to escape. Each 5' by 5' pillar of ice has 5 HD. The wall lasts until it melts.
  9. Cryogenesis
    Casting Time:
    1 action
    Duration:
    [dice] hours
    Range:
    30'
    Ice within range transforms into animate human forms under your command for the duration. You can create either [dice] 1 HD constructs or 1 construct with [sum] HD. They deal 1d4 damage or the damage of a weapon if they have one. There must be sufficient ice or snow present to create the constructs, and it continues to melt at the normal rate during the spell.
  10. Cone of Cold
    Casting Time: 1 action
    Duration: [dice] minutes
    Range: 30' cone
    All creatures in range must Save vs Magic or take [sum] damage and be slowed by [dice] * 5' for the duration. All water in the area is frozen over.
  11. Flesh to Stone
    Casting Time:
    1 action
    Duration: -
    Range:
    60'
    A creature within range that you can see must Save vs Magic. If they have [dice] or fewer HD, they are turned to stone on a failure. On a success, they instead gain [dice] AC and have their speed halved as they are partially petrified. If the spell is cast on them a second time, they will be petrified with no save. If they have more than [dice], they are unaffected on a success and partially petrified as above on a failure.
  12. Midwinter Knight
    Casting Time:
    1 action
    Duration:
    [sum] hours
    Range:
    Self
    For the duration, you are clothed in red and white and gain a long bushy white beard, granting you +[dice] AC from the friendliness of your appearance. At will, you can summon a flying sleigh pulled by reindeer. The sleigh can fly at up to [dice] * 100 miles per hour and is invisible to those who bear you ill will. It also contains a list of who's been naughty and who's been nice, and if you arrive at the home of someone on the nice list, it contains a present of elfin manufacture made specifically for them. The present's nature should be agreed upon by yourself and the DM.
Mishaps (d6):
  1. Take 1d6 damage
  2. Take +1 damage from all sources for the next hour
  3. Become deafened for the next 1d4 hours
  4. Catch a nasty cold (1d4 Con disease)
  5. All creatures within 30' must Save or slip on ice and take 1d4 damage
  6. Become frozen inside a huge block of ice for the next 1d4 hours
Dooms:
  1. Your fingers become stiff and necrotic with frostbite. Lose 4 Dex.
  2. Your eyes become clouded with icy cataracts. You cannot see anything farther than 30' away, or 60' with a successful Wis check.
  3. At the start of every week and every time you cast a spell, Save vs Magic. On a success, your speed is halved as you grow stiff and cold. On a failure, turn into a beautiful statue of crystal-clear, pure, sparkling ice.

Monday, June 7, 2021

GLOG: The Ranger

There's a fair few GLOG Rangers out there, but to be honest, I've never really liked any of them, although Squig's take, which is very much like his Sage, is pretty darn good, and I definitely took inspiration from Vayra's Ranger Made of Hooks. They both feel like they're missing something that I feel is essential to the Ranger, although I don't know if I could articulate it. Really, I've never been fully satisfied with any Ranger class in any game to date. So here's my go of it. Is it good? Probably not, but that's never stopped me before. And yes, it is basically Aragorn. So be it.
 
Starting Equipment: A waterproof cloak, good boots, a longbow and a quiver of 20 arrows, a shortsword, a fishing rod, a small knife, 100 feet of hemp rope, and a small relic of the tragically fallen civilization from whence your ancestors hailed.
 
Skills: Scouting and 1d3: 1. Horsemanship, 2. Medicine, 3. Sailing.
 
For every template of Ranger you have, gain +1 HP and +1 Stealth. Every second template, gain +1 skill.

A: Elfin Bushcraft, Hunter, Unerring Navigation
B: Ambusher, Folk Knowledge
C: Indomitable Endurance
D: Hands of a Healer, extra attack/round

Elfin Bushcraft: Anything you might reasonably hope to find in any given wilderness, you can - with some searching. Healing herbs, an appropriately sized walking stick, a nice fishing hole, a mountain lion, whatever. The rarer the object of your search, the longer it will take to find. You also have the skills to construct any sort of survival tool that might be made from natural materials. You automatically notice any creature moving within 300 feet of you while in the wilderness. You can see in moonlight as in sunlight, and in starlight as in moonlight.

Hunter: You have a 10-in-10 chance of tracking any creature that leaves a trail over any terrain where that might conceivably be possible (not blank stone, not water). For every day that's passed since the trail was laid or for anything that might disrupt or interrupt the trail (rain, crossing a stream, climbing a sheer face, a deliberate attempt to not leave any trace), this chance is reduced by 1-in-10. You gain +1 to-hit against a creature for each of the following:
  • You've been tracking the creature for at least an hour.
  • You've been tracking the creature for at least a week.
  • You've fought this exact creature before.
  • You've fought creatures of the same type before.
  • You have precise knowledge of the creature's strengths and weaknesses.

Unerring Navigation: If you can see the stars or any two landmarks you know the location of, you know your exact location. You only need to see a landmark once to remember it precisely, even if it's just an oddly shaped tree. When traveling, you know exactly how long you have been moving this day, exactly how far you have gone, and in precisely which direction you have been moving. You can always find a way around an obstacle in your path, although it may be difficult or time-consuming.

Ambusher: If you attack a foe from an advantageous situation (while concealed, from high ground, etc) you deal an additional 1d6 damage.
 
Folk Knowledge: You know the type of any creature, supernatural or otherwise, that you see, and have a 3-in-6 chance of knowing 2 facts - strengths, weaknesses, or anything else the DM sees fit to provide - about any type of creature (i.e. goblins, dragons, beholders, etc.) This chance increases by one per further template of Ranger you take. There's also a 2-in-6 chance you speak and understand a fragment of either that creature type's spoken language or writing (your choice) if they have any. You can predict the weather one day in advance.

Indomitable Endurance: You can walk, ride, and stay awake for thrice as long as an ordinary person without tiring, and can hold your breath for four times the usual duration. Whenever you are reduced to 0 HP or below, after you roll Death and Dismemberment (if necessary), roll a Constitution check. On a success, gain 1d6 HP.

Hands of a Healer: You know the nature of any ailment or injury you set eyes on and how to cure it. There's a 1-in-6 chance you can cure it with a touch, no supplies needed, and a further 3-in-6 chance you have can acquire the necessary supplies for the cure with no more than a day's foraging (1-in-6 for particularly rare and horrific ailments or in extremely sparse environments). This cure will not necessarily be immediately or completely effective.

Monday, May 18, 2020

Climbing Rules v2

Here's the edited and hopefully improved version of my climbing rules! I've simplified or changed a few things and added a couple more, but generally it's pretty much the same as the original. I was also planning to do a pretty significant section on mountaineering, but as I thought about it more I realized that mountaineering is a really huge and complicated subject that's really hard to gamify. I still intend to make some rules for it at some point, but it definitely needs to be its own post to do the subject the justice it deserves.

Gear

 

There's a lot of climbing gear and jargon so I'm going to make a list of a lot of it here with definitions. "Slots" refers to the GLOG inventory slots.

Anchor: An anchor is what you fix your ropes to at the top of something. Typically, it's a couple of pieces of protection or a solid natural feature such as a large rock you can loop your rope around, something strong wedged in a crack, or a solid well-rooted tree. A typical anchor (not using a solid natural feature) requires 3 pieces of protection, and all anchors require one anchor (what a surprise), which takes 1/3rd of a slot.

Belay: Belaying is controlling a rope that someone is climbing on the other end of so that they can climb without the rope hindering them but have the rope hold them when they fall. Since top-rope belaying isn't relevant to RPGs, being a purely recreational activity, this refers only to lead belaying and belaying from above.

Belay Anchor: A belay anchor is what the belayer (the person belaying the climber) anchors them self to so that they don't go flying off somewhere if their climber falls and yanks them, or if a rock hits them in the head (wear your goddamn helmet), or any other unforeseen occurrence would move you from where you need to be to belay. Constructed the same as a regular anchor.

Belay/Rappel Device: A belay device is the equipment you use to regulate the rope while belaying so that you can actually take the force of a fall, rather than the rope ripping itself from your hands. You can belay without equipment using a hip belay, but it isn't recommended. A belay device can be just a simple carabiner (using the Münter hitch), but there are a variety. All belay devices can also be used for single-rope rappelling, and most can be used for double-rope rappelling. For our purposes, all belay devices are 1/3rd of a slot and can be used for belaying, single-rope rappelling, and double-rope rappelling.

Bolt: A bolt is a solid and permanent piece of protection drilled into the rock. It doesn't require any natural features to use, but to place one you must have a drill (1/3rd slot, needs to be recharged). 1 bolt takes up 1/10th of a slot.

Carabiner: A carabiner is a loop of steel with a gate. Many have locking gates. They are unspeakably important for anchors and many other climbing applications. If you are equipped for climbing, assume you have infinite carabiners because fuck keeping track of anchor construction in detail.

Climbing Shoes: Climbing shoes are specialized shoes with high-friction rubber on the bottom. If you're equipped for climbing, you have a pair, and you need them to climb difficult routes. If you're carrying them, a pair of climbing shoes is 1 slot.

Crampons: Crampons are spikes that you attach to your boots in order to ice climb or walk ice of more than moderate steepness (in combination with an ice axe to cut steps). If you're carrying them, a pair of crampons is 1/3rd of a slot.

Harness: A harness is both what you wear to keep yourself attached to your rope, belay device, anchors, etc, and where you attach all your climbing gear. For our purposes, all harnesses include a personal anchor system (how you attach yourself to an anchor so you can do stuff with the rope you're tied to without falling), and do not take up any slots. In fact, they count as a belt for quick-access slots.

Ice Axe: An ice axe is a shaft with a point on one end and a head consisting of a pick and an adze (or hammer) on the other end. Longer ice axes are mostly used as walking sticks on ice and for keeping yourself from sliding precipitously down an ice slope. The adze is mostly used for cutting steps in ice. An ice axe is also a medium melee weapon, although it requires two hands to use in combat, and takes a full slot.

Ice Tool: An ice tool is a small ice axe required for ice climbing (typically, 2 are used for ice climbing). They generally have a hammer rather than an adze. An ice tool is a light melee weapon, although it cannot be thrown, and takes 1/3rd of a slot.

Ice Screw: An ice screw is a piece of protection that can be screwed into solid pieces of ice. They are reusable, and 1 ice screw is 1/10th of a slot.

Mechanical Ascender: A mechanical ascender is a small device that allows you to ascend fixed ropes. It grips the rope solidly unless "opened" in order to move it along the rope or take it off the rope. A mechanical ascender does not take up any slots, and you need at least two to climb a rope.

Pitch: A pitch is a section of a long climb that must be split up into portions (for rope length or many other reasons). A pitch must have an appropriate spot for anchoring and belaying on either end.

Piton: A piton is a piece of protection. It is a small metal spike or shim which can be hammered into cracks in the rock. 1 piton takes 1/10th of a slot, and using pitons requires a hammer or an ice tool (1/3rd of a slot). Unlike ice screws and sustainable protection (see below), pitons can only be successfully removed from the rock 50% of the time.

Protection: Protection is the term for things you put into the rock or ice and then attach to the rope so that if you fall, your fall will be arrested by the protection, or are used in order to create an anchor. Protection pieces also need slings of webbing and carabiners to attach them to the ropes, but we're assuming that those are included with the pieces of protection so you don't have to keep track of them.

Prusik Knot: A Prusik knot (or one of the many, many variations on it) is a knot used to tie a piece of cord or webbing around a rope so that the rope can be ascended, or as a "third hand" while rappelling (don't worry about this; it's assumed you have one). A Prusik knot does not take any slots, and you need at least two to ascend a rope.

Rappel: Rappelling is the process of descending a face by ropes hanging from an anchor on the top of the face. It can be done with a single rope or a doubled-up rope, and there's a lot more detail in the section on rappelling in Types of Climbing below.

Rope (Dynamic): Dynamic ropes are ropes which stretch under high forces in order to lessen the force of a fall. They are mostly used for free climbing (see Types of Climbing below). They can be used to rappel, but this can cause bouncing and put undue stress on the anchor. Modern dynamic ropes can get up to 80 meters long, but we'll assume that all dynamic ropes are 200 feet long and take 1 slot. Climbing with a rope tied to you (such as lead climbing) takes 1/3rd of a slot.

Rope (Static): Static ropes are ropes which do not stretch under high forces. They are lighter than dynamic ropes and are better for rappelling, but should not be used for free climbing unless there is no other option. A static rope is 250 feet long and takes 1 slot. Climbing with a rope tied to you takes 1/3rd of a slot.

Sustainable Protection: Sustainable protection refers to a number of various types of pieces of protection which, unlike pitons, can be easily removed from the rock (usually) and don't cause damage to the rock (although that's unlikely to be something you're concerned about). The most common types are cams and nuts. 1 piece of sustainable protection takes 1/3rd of a slot.

Types of Climbing

 

I'm going to restrict these rules to five types of getting where you're going, with both ice and rock climbing included. The types are aid climbing, free climbing, free soloing, rappelling, and climbing along fixed lines. Rappelling isn't strictly a type of climbing, but it's incredibly important, so we'll talk about it too. There's a couple of things I'm leaving out that could be relevant, like simulclimbing, but fuck it.

Aid Climbing

Aid climbing is using equipment to help you get up/down the face. Vital gear is pitons or bolts, to secure your stuff and yourself to the cliff. You have stuff like etrier (rope ladders), fixed lines, belay/rappel devices, pulleys, and Prusik knots or mechanical ascenders to help you and your stuff get up and down. Aid climbing is slow but safe and, given a willingness to drill many holes, pretty much infallible. It can be done solo or in teams of two to three. If you have an extra rope and someone at the base of the climb with extra gear, you don't need to worry about the encumbrance penalty (detailed in How Do I Climb That Thing? below), because you can pull gear up to you as you need it.

Free Climbing

Free climbing is climbing with at least one partner (we'll say no more than two partners for our purposes) and using protection in the rock to keep yourself safe but not relying on that protection to climb. You climb on the rock, but have a rope fixed to the rock so if you fall it will hopefully not kill you. It's much faster than aid climbing but carries significantly more risk.

Free Solo

Free solo climbing is climbing by yourself with nothing but you and the rock. It's the fastest way to climb, but if you slip that is it and you are dead. Not too much more to say about it; it's very simple and very dangerous.

Rappelling

Rappelling is the main descent tool in a climber's toolkit. You fix ropes at the top, then descend those ropes. As long as your anchor at the top is solid, it's pretty much infallible. The problem arises when you're on an overhang and your rope isn't long enough to get to the bottom (if there is a bottom), because you go straight down and the wall goes away from you. Your solutions are either to downclimb (which is hard and awful) or, if the overhang isn't too steep, to rappel a short distance, swing in to the wall, and hope there's something to catch hold of so you don't swing away again. If you can't swing in, you'll have to climb back up your anchor with Prusik knots or mechanical ascenders. There are two types of rappelling - single-rope and double-rope. Single-rope rappelling means fixing one end of your rope at the top of the wall, meaning that you can use the full length of the rope but the rope is stuck there unless someone is still at the top to untie it. Double-rope rappelling means that your rope length is halved, but that you can pull the rope through the anchor once you're at the bottom. You can tie ropes together, but you can only tie two ropes together for double-rope rappels because you can't pull the knot through the anchor.

Fixed Lines

If there's a particularly difficult pitch you're going to need to travel over a lot, or any pitch at all you need to get non-climbers or heavy gear across, you'll want to use fixed lines. You can anchor ropes along a traverse or up and down a vertical climb. People can then attach themselves to these ropes using Prusik knots (or any of the many variants) or mechanical ascenders. Just a simple carabiner will work for easy traverses. You then climb along the traverse, do this along the vertical rope to get up, or rappel down along the vertical rope to get down. You can also set up pulley systems to raise and lower heavy items along fixed lines.

The Rules

 

Now that I've gotten all the preamble out of the way and hopefully now that those who don't climb can understand a word I'm saying, here are the actual rules. They're loosely based around the GLOG (no specific hack) but they should be usable for any given system with some adaptation.

The Climb Rolls

The mechanic I'm going to base this off is a modified d20 roll over a DC. You have two modifiers - your Climbing modifier and your Climbing Skill modifier. The Climbing modifier is either your Strength mod or your Dexterity modifier, whichever is lower*, plus an additional +5 if you're an expert climber, or a +3 if you're merely proficient. This is used for the actual physical acts of climbing. Your Climbing Skill modifier is either your Intelligence or Wisdom modifier, whichever is higher, plus an additional +5 if you're an expert climber, or a +3 if you're a proficient climber. This is used for the many technical skills associated with climbing, such as anchor construction and belaying.

*Both Strength and Dexterity, in D&D terms, are extremely important in climbing, and you will be limited by whichever you are worse in.

What is This Climb Like?

This section should hopefully help DM's determine how difficult a climb is. We'll use 2 numbers: Difficulty and Security. Difficulty is pretty straightforwards. A 1 Difficulty climb is relatively easy, and a 20 Difficulty climb is almost impossible*. Security refers to how hard it is to place protection on a route (higher Security is less safe because it makes the math easier). Basically, any type of protection, excepting a bolt, can only be placed in a crack in the rock. Some routes, even if they have hand and footholds, don't have cracks next to where the climber can go and easily protect themselves. The Security of a climb can be between 1 and 10, although it can't be higher than the Difficulty of a climb.

*If you know about the Yosemite Decimal System, a 1 Difficulty climb is probably about 5.3 or 5.4, and a 20 Difficulty is probably about a 5.13c/d or maybe a 5.14a. If you have no idea what that means, don't worry about it.

How Do You Determine Difficulty?

As the DM, how do you determine the Difficulty and Security of a climb?Well, if it's climbable at all, and most cliffs are, you can determine how difficult it should generally be by the slope and, well, how easy or hard you want it to be. An overhang is rarely less than 10 Difficulty, and a steep overhang (over 45 degrees from vertical) is rarely less than 15 Difficulty. At this point, if you don't know how hard you want it to be, you can roll 1d20 for Difficulty. You can determine the Security by how safe you want the climb to be or by rolling 1d10, but remember that Security can't be greater than Difficulty. Generally, climbs in the same area and on the same rock type have similar Difficulty and Security, although there should be a good deal of variation.

How Do I Climb That Thing?

Ok, say your player wants to climb that cliff over there. First things first, if the character is a proficient climber, they don't need to roll to climb anything with 5 Difficulty or below, unless there's some circumstance making the climb harder. Expert climbers don't need to roll for anything 10 Difficulty or below, unless there's some circumstance making the climb harder. Now, if you do need to roll for the climb, you determine your DC. The base DC is 5 + Difficulty, and there might be some modifiers to that, in the below table (modifiers are specified for rock climbing, ice climbing, or both). If you roll over or equal to the DC with d20 + your Climbing modifier, you succeed. If not, you fail. There are different consequences to failure with different types of climbing, but success means you reach the top of the pitch.

Circumstance Modifier
Crumbling* (Rock) +2
Wet (Rock) +2
Icy (Rock) +4
Fragile* (Ice) +2
Melting* (Ice) +2
Rotten* (Ice) +3
Carrying more than 3 slots of gear (Both) +1 per slot over 3
Exposed (Both) +1
Fatigued** (Both) +2
Downclimbing (Both) +3
You've attempted it before (Both) -1 per attempt

*Climbing crumbling rock or fragile, melting, or rotten ice carries additional risks. Every time a climber fails a check on a pitch with at least one of these modifiers, they must roll 1d6. On a 1 or 2, a large chunk of rock or ice plummets towards their belayer. The belayer must save, and on a failure must choose between taking 3d6 damage or allowing their climber to fall freely (as consequences for free soloing). If there's someone other than the belayer the rock could potentially hit, the rock has an equal chance to instead hit them, requiring them to save vs 3d6 damage.

**If you've climbed more pitches than your Constitution score, you are fatigued. If you rest for 8 hours, you are no longer fatigued.

Consequences for Failure

 

Aid Climbing

If you fail while aid climbing, the climber with the highest Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, go to the consequences for lead climbing (in free climbing), but automatically succeed that Climbing Skill check. You messed up somehow and someone's fallen. On a success, you haven't made any progress in however much time it would have taken you to finish the climb on a success. You've stalled out wherever you started, and haven't gotten any further.

Free Climbing

The first person to free climb the route is lead climbing, any who follow them up while the first climber is belaying from above are belayed from above. If you fail while lead climbing, whichever of you or your belayer has the higher Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, you messed something up and actually fell without the rope catching you. Go to consequences for free soloing. On a success, take Securityd3 - Security damage from shock and the rope catching you. If you're using static rope instead of dynamic rope, take Securityd4 damage because that rope is not going to be gentle to you. Either way, you're back at the bottom of the climb, and as much time has passed as it would have if you'd succeeded the climb.

If you're belayed from above and fail, go to consequences as aid climbing.

Free Soloing

If you fail while free soloing, roll 1d4 to determine how high you were on the pitch before you fell. 1 is 25% of the way, and 4 is on the final move. Take fall damage corresponding to how far you fell. You're back at the bottom of the climb (or quite likely, your corpse is), and as much time has passed as if you had succeeded the climb.

Rappelling and Fixed Lines

 

You don't generally have to roll for rappelling or using fixed lines. However, if you put unusual stress on the lines (an extremely heavy load, for example) or the anchor is sketchy for some reason (placed in insecure rock or melting ice, built around a frail sapling, etc.), the person who constructed the anchor must roll Climbing Skill vs DC 8. On a failure, anything on the line suffers from consequences as if free soloing as the line pulls free from the anchor or snaps.

Rappelling on Overhangs

If you're rappelling on an overhang of less than 30 degrees from vertical and you can't reach the bottom (don't worry, you won't slide off the rope, you tied a knot on the end), you must roll Climbing vs DC 15. On a success, you swing yourself to the wall and grab hold of it. On a failure, you can't get to the wall. Your options are to get the people above you to lower another rope down to you and keep rappelling or to ascend the rope as a fixed line.

How Fast Can You Do It?

 

Task Speed
Aid climbing 10 feet per minute
Free climbing 20 feet per minute
Free soloing 20 feet per minute
Rappelling 100 feet per minute
Ascending a fixed line 10 feet per minute
Traversing a fixed line 30 feet per minute
Setting an anchor 10 minutes
Setting a belay anchor 10 minutes

How Much Gear Does It Take?

 

Task Gear
Aid climbing 1 protection per 5 feet*
Free climbing 1/Security protection per 5 feet
Free soloing -
Rappelling Anchor at the top
Vertical fixed line Anchor at the top
Horizontal fixed line Anchor at either end, 1 protection per 10 feet*
Setting an anchor 3 protection or a solid natural feature
Setting a belay anchor 3 protection or a solid natural anchor

*Aid climbing can only use 1/Security pitons or sustainable protection per 5 feet; all other protection must be bolts, which require a drill to use. Horizontal fixed lines are the same, but per 10 feet.

In Conclusion


These rules haven't been playtested; take them with a grain of salt, or maybe several shakers worth of salt. Any feedback is appreciated and I'd love to hear if anybody uses them.

Monday, April 27, 2020

Climbing and Mountaineering FIRST DRAFT

After a big ol' discussion on the OSR Discord about a campaign all about descending down a massive overhanging cliff face (this cliff is several thousand miles long), I am going to write a bunch of rules for various climbing and mountaineering related things. I am going to be assuming some level of climbing technology, so it's definitely going to be anachronistic for any game set before the 1930s or so. Mostly, I'll try to assume 1960s levels of competence and technology (such major climbs as the first aid climb of El Capitan and the first free climb of a 5.10d happened in the late 50s).

Gear

 

There's a lot of climbing gear and jargon so I'm going to make a list of a lot of it here with definitions. "Slots" refers to the GLOG inventory slots.

Anchor: An anchor is what you fix your ropes to at the top of something. Typically, it's a couple of pieces of protection (see below) or a solid natural feature such as a large rock you can loop your rope around, something strong wedged in a crack, or a solid well-rooted tree. A typical anchor (not using a solid natural feature) requires 3 pieces of protection and 10 feet of webbing or cordelette (see below).

Belay: Belaying is controlling a rope that someone is climbing on the other end of so that they can climb without the rope hindering them but have the rope hold them when they fall. Since top-rope belaying isn't relevant to RPGs, being a purely recreational activity, this refers only to lead belaying and belaying from above.

Belay Anchor: A belay anchor is what the belayer (the person belaying the climber) anchors them self to so that they don't go flying off somewhere if their climber falls and yanks them, or if a rock hits them in the head (wear your goddamn helmet), or any other unforeseen occurence would move you from where you need to be to belay. Constructed the same as a regular anchor (above).

Belay/Rappel Device: A belay device is the equipment you use to regulate the rope while belaying so that you can actually take the force of a fall, rather than the rope ripping itself from your hands. You can belay without equipment using a hip belay, but it isn't recommended. A belay device can be just a simple carabiner (using the Münter hitch), but there are a variety. All belay devices can also be used for single-rope rappelling (see below), and most can be used for double-rope rappelling. For our purposes, all belay devices are 1/3rd of a slot and can be used for belaying, single-rope rappelling, and double-rope rappelling.

Bolt: A bolt is a solid and permanent piece of protection (see below) drilled into the rock. It doesn't require any natural features to use, but to place one you must have a drill. As gear, 1 bolt takes up 1/10th of a slot.

Carabiner: A carabiner is a loop of steel with a gate. Many have locking gates. They are unspeakably important for anchors and many other climbing applications. If you are equipped for climbing, assume you have infinite carabiners because fuck keeping track of anchor construction in detail.

Climbing Shoes: Climbing shoes are specialized shoes with high-friction rubber on the bottom. If you're equipped for climbing, you have a pair, and you need them to climb difficult routes. If you're carrying them, a pair of climbing shoes is 1 slot.

Cordelette: Cordelette is a relatively thin but strong static cord (see static rope below) often used for constructing anchors. 10 feet (enough for an anchor) is 1/3rd of a slot.

Crampons: Crampons are spikes that you attach to your boots in order to ice climb or walk ice of more than moderate steepness (in combination with an ice axe to cut steps). If you're carrying them, a pair of crampons is 1/3rd of a slot.

Harness: A harness is both what you wear to keep yourself attached to your rope, belay device, anchors, etc, and where you attach all your climbing gear. For our purposes, all harnesses include a personal anchor system (how you attach yourself to an anchor so you can do stuff with the rope you're tied to without falling), and do not take up any slots. In fact, they count as a belt for quick-access slots.

Ice Axe: An ice axe is a shaft with a point on one end and a head consisting of a pick and an adze (or hammer) on the other end. Longer ice axes are mostly used as walking sticks on ice and for keeping yourself from sliding precipitously down an ice slope. The adze is mostly used for cutting steps in ice. An ice axe is a light melee weapon, but isn't throwable and takes a full slot.

Ice Tool: An ice tool is a small ice axe required for ice climbing (typically, 2 are used for ice climbing). They typically have a hammer rather than an adze. One ice tool takes 1/3rd of a slot.

Ice Screw: An ice screw is a piece of protection (see below) that can be screwed into solid pieces of ice. They are reusable (like cams), and 1 ice screw is 1/10th of a slot.

Mechanical Ascender: A mechanical ascender is a small device that allows you to ascend fixed ropes. It grips the rope solidly unless "opened" in order to move it along the rope or take it off the rope. A mechanical ascender does not take up any slots, and you need at least two to climb a rope.

Pitch: A pitch is a section of a long climb that must be split up into portions (for rope length or many other reasons). A pitch must have an appropriate spot for anchoring and belaying on either end.

Piton: A piton is a piece of protection (see below). It is a small metal spike or shim which can be hammered into cracks in the rock. 1 piton takes 1/10th of a slot, and using pitons requires a hammer or an ice tool (1/3rd of a slot). Unlike ice screws and sustainable protection (see below), pitons can only be successfully removed from the rock 50% of the time.

Protection: Protection is the term for things you put into the rock or ice and then attach to the rope so that if you fall, your fall will be arrested by the protection, or in order to create an anchor. Protection pieces also need slings of webbing (see below) and carabiners to attach them to the ropes, but we're assuming that those are included with the pieces of protection so you don't have to keep track of them.

Prusik Knot: A Prusik knot (or one of the many, many variations on it) is a knot used to tie a piece of cord or webbing around a rope so that the rope can be ascended, or as a "third hand" while rappelling (don't worry about this; it's assumed you have one). A Prusik knot does not take any slots.

Rappel: Rappelling is the process of descending a face by ropes hanging from an anchor on the top of the face. It can be done with a single rope or a doubled-up rope, and there's a lot more detail in the section on rappelling in Types of Climbing below.

Rope (Dynamic): Dynamic ropes are ropes which stretch under high forces in order to lessen the force of a fall. They are mostly used for free climbing (see Types of Climbing below). They can be used to rappel, but this can cause bouncing and put undue stress on the anchor. Modern dynamic ropes can get up to 80 meters long, but we'll assume that all dynamic ropes are 200 feet long and take 1 slot. Climbing with a rope tied to you (such as lead climbing) takes 1/3rd of a slot.

Rope (Static): Static ropes are ropes which do not stretch under high forces. They are lighter than dynamic ropes and are better for rappelling, but should not be used for free climbing (see Types of Climbing below) unless there is no other option. A static rope is 250 feet long and takes 1 slot. Climbing with a rope tied to you takes 1/3rd of a slot.

Sustainable Protection: Sustainable protection refers to a number of various types of pieces of protection which, unlike pitons, can be easily removed from the rock (usually) and don't cause damage to the rock (although that's unlikely to be something you're concerned about). The most common types are cams and nuts. 1 piece of sustainable protection takes 1/3rd of a slot.

Webbing: Webbing is a strong flat strip of fabric used similarly to ropes. It is static and often used when constructing anchors. 10 ft (enough for an anchor) is 1/3rd of a slot.

Yosemite Decimal System: The Yosemite Decimal System is the American system for ranking climbs by difficulty. Technically, it can be used to rank any trail, hike, or climb (Class 1 is walking, 2 is terrain where you may occasionally have to use your hands, 3 is scrambling, 4 is a very exposed scramble, and 5 is technical climbing), but the part we're concerned with is the subdivisions of Class 5. They go from 5.0 on up. 5.0 - 5.5 is trivial as far as technical climbing goes, 5.6-5.9 is easy for people with some experience, and 5.10 on up is where things begin to get difficult. From 5.10 up, each grade is further subdivided into a, b, c, and d, with a being an easy climb for that grade and d being a hard climb for that grade. The highest-rated climb ever free-climbed (see below) is a 5.15d. For reference, the highest grade I have ever free-climbed as a mediocre but modestly experienced climber is a 5.10d. This rating system is only for rock climbing, not ice climbing, but we're going to use it for ice too because I don't ice climb and ice rating systems are confusing.

Types of Climbing

 

I'm going to restrict these rules to five types of getting where you're going, with both ice and rock climbing included. The types are aid climbing, free climbing, free soloing, rappelling, and climbing along fixed lines. Rappelling isn't strictly a type of climbing, but it's incredibly important, so we'll talk about it too. There's a couple of things I'm leaving out that could be relevant, like simulclimbing, but fuck it.

Aid Climbing

Aid climbing is using equipment to help you get up/down the face. Vital gear is pitons or bolts, to secure your stuff and yourself to the cliff. You have stuff like etrier (rope ladders), fixed lines, belay/rappel devices, pulleys, and Prusik knots or mechanical ascenders to help you and your stuff get up and down. Aid climbing is slow but safe and, given a willingness to drill many holes, pretty much infallible. It can be done solo or in teams of two to three.

Free Climbing

Free climbing is climbing with at least one partner (we'll say no more than two partners for our purposes) and using protection in the rock to keep yourself safe but not relying on that protection to climb. You climb on the rock, but have a rope fixed to the rock so if you fall it will hopefully not kill you. It's much faster than aid climbing but carries significantly more risk.

Free Solo

Free solo climbing is climbing by yourself with nothing but you and the rock. It's the fastest way to climb, but if you slip that is it and you are dead. Not too much more to say about it; it's very simple and very dangerous.

Rappelling

Rappelling is the main descent tool in a climber's toolkit. You fix ropes at the top, then descend those ropes. As long as your anchor at the top is solid, it's pretty much infallible. The problem arises when you're on an overhang and your rope isn't long enough to get to the bottom (if there is a bottom), because you go straight down and the wall goes away from you. Your solutions are either to downclimb (which is hard and awful) or, if the overhang isn't too steep, to rappel a short distance, swing in to the wall, and hope there's something to catch hold of so you don't swing away again. If you can't swing in, you'll have to climb back up your anchor with Prusik knots or mechanical ascenders. There are two types of rappelling - single-rope and double-rope. Single-rope rappelling means fixing one end of your rope at the top of the wall, meaning that you can use the full length of the rope but the rope is stuck there unless someone is still at the top to untie it. Double-rope rappelling means that your rope length is halved, but that you can pull the rope through the anchor once you're at the bottom. You can tie ropes together, but you can only tie two ropes together for double-rope rappels because you can't pull the knot through the anchor.

Fixed Lines

If there's a particularly difficult pitch you're going to need to travel over a lot, or any pitch at all you need to get non-climbers or heavy gear across, you'll want to use fixed lines. You can anchor ropes along a traverse or up and down a vertical climb. People can then attach themselves to these ropes using Prusik knots (or any of the many variants) or mechanical ascenders. Just a simple carabiner will work for easy traverses. You then climb along the traverse, do this along the vertical rope to get up, or rappel down along the vertical rope to get down.

The Rules

 

Now that I've gotten all the preamble out of the way and hopefully now that those who don't climb can understand a word I'm saying, here are the actual rules. They're loosely based around the GLOG (no specific hack) but they should be usable with adaptation for any given system.

The Climb Rolls

The mechanic I'm going to base this off is a modified d20 roll over a DC. You have two modifiers - your Climbing modifier and your Climbing Skill modifier. The climbing modifier is either your Strength mod or your Dexterity modifier, whichever is lower*, plus an additional +5 if you're a very experienced climber, or a +3 if you have some climbing experience. This is used for the actual physical acts of climbing. Your Climbing Skill modifier is either your Intelligence or Wisdom modifier, whichever is higher, plus an additional +5 if you're a very experienced climber, or a +3 if you have some climbing experience. This is used for the many technical skills associated with climbing, such as anchor construction and belaying.

*I have this mechanic as it is because both Strength and Dexterity, in D&D terms, are extremely important in climbing, and you will be limited by whichever you are worse in.

What is This Climb Like?

This section should hopefully help DM's determine how difficult a climb is. We'll use 2 numbers: D, for Difficulty of Climb, and P, for Difficulty of Protection. Difficulty of Climb is pretty straightforwards. A 5.0 climb, on the Yosemite Decimal System, is 1D, and a 5.15 climb is 16D. Difficulty of Protection refers to how easy it is to place protection on a route. Basically, any type of protection, excepting a bolt, can only be placed in a crack in the rock. Some routes, even if they have hand and footholds, don't have cracks next to where the climber can go and easily protect themselves. The P of a climb can be between 1 and 10, although it can't be higher than the D of a climb.

How Do You Determine Difficulty?

As the DM, how do you determine the D and P of a climb? My recommendation is to roll a d20 for D, with over 16 being truly impossible. You can also apply some modifiers to this roll based on what the cliff is like. An overhang might get a +2, a roof (severe overhang) might get a +4, a slabby (less than 90 degrees) climb might get a -1. An overhang is also unlikely to be less than a 5.9, aka 10D, and a roof is unlikely to be less than a 5.12 (13D). You can then roll a d10 for P, rerolling if it's more than D. You could add modifiers to this based on rock type, but I won't bore you with that.

How Do I Climb That Thing?

Ok, say your player wants to climb that cliff over there. First things first, if the character has some climbing experience, they don't need to roll to climb anything with 6D or below (5.5 or below), unless there's some circumstance making the climb harder. Very experienced climbers don't need to roll for anything 10D or below (5.9 or below), unless there's some circumstance making the climb harder. Circumstances that might make the climb harder is anything on the Circumstances table below and free soloing a climb. No matter how trivial the climb is, you always roll when you free solo. Now, if you do need to roll for the climb, you determine your DC. The base DC is 5 + D, and there might be some modifiers to that, in the below table (modifiers are specified for either rock climbing or ice climbing). If you roll over or equal to the DC with d20 + your Climbing modifier, you succeed. If not, you fail. There are different consequences to failure with different types of climbing, but success means you reach the top of the pitch.

Circumstance Modifier
Crumbling (Rock) +2
Wet (Rock) +2
Icy (Rock) +4
Fragile (Ice) +2
Melting (Ice) +2
Rotten (Ice) +3
Carrying more than 3 slots of gear (Either) +1 per slot over 3
Exposed (Either) +1
Downclimbing (Either) +3
You've attempted it before (Either) -1 per attempt

Consequences for Failure

Aid Climbing

If you fail while aid climbing, the climber with the highest Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, go to the consequences for lead climbing (in free climbing), but automatically succeed that Climbing Skill check. You messed up somehow and someone's fallen. On a success, you haven't made any progress in however much time it would have taken you to finish the climb on a success. You've stalled out wherever you started, and haven't gotten any further.

Free Climbing

The first person to free climb the route is lead climbing, any who follow them up while the first climber is belaying from above are toproping. If you fail while lead climbing, whichever of you or your belayer has the higher Climbing Skill modifier must roll Climbing Skill vs DC 6. On a failure, you messed something up and actually fell without the rope catching you. Go to consequences for free soloing. On a success, take Pd4 - P damage from shock and the rope catching you. If you're using static rope instead of dynamic rope, take Pd6 damage because that rope is not going to be gentle to you. Either way, you're back at the bottom of the climb, and as much time has passed as it would have if you'd succeeded the climb.

If you're toproping and fail, go to consequences as aid climbing.

Free Soloing

If you fail while free soloing, roll 1d4 to determine how high you were on the pitch before you fell. 1 is 25% of the way, and 4 is on the final move. Take fall damage corresponding to how far you fell. You're back at the bottom of the climb (or quite likely, your corpse is), and as much time has passed as if you had succeeded the climb.

Rappelling and Fixed Lines

 

You don't have to roll for rappelling or using fixed lines. However, if you put unusual stress on the lines (an extremely heavy load, for example) or the anchor is iffy for some reason, the person who constructed the anchor must roll Climbing Skill vs DC 8. On a failure, anything on the line suffers from consequences as if free soloing as the line pulls free from the anchor or snaps.

Rappelling on Overhangs

If you're rappelling on an overhang of less than 120 degrees from horizontal and you can't reach the bottom (don't worry, you won't slide off the rope, you tied a knot on the end), you must roll Climbing vs DC 15. On a success, you swing yourself to the wall and grab hold of it. On a failure, you can't get to the wall. Your options are to get the people above you to lower another rope down to you and keep rappelling or to ascend the rope as a fixed line.

How Fast Can You Do It?

 

Task Speed
Aid climbing 10 feet per minute
Free climbing 20 feet per minute
Free soloing 20 feet per minute
Rappelling 100 feet per minute
Ascending a fixed line 10 feet per minute
Traversing a fixed line 30 feet per minute
Setting an anchor 10 minutes
Setting a belay anchor 10 minutes

How Much Gear Does It Take?

 

Task Gear
Aid climbing 1 protection per 5 feet*
Free climbing 1/P protection per 5 feet
Free soloing -
Rappelling Anchor at the top
Vertical fixed line Anchor at the top
Horizontal fixed line Anchor at either end, 1 protection per 10 feet*
Setting an anchor 3 protection or a solid natural feature
Setting a belay anchor 3 protection or a solid natural anchor

*Aid climbing can only use 1/P pitons or sustainable protection per 5 feet, all other protection must be bolts, which require a drill to use. Horizontal fixed lines are the same, but per 10 feet.

In Conclusion


These rules haven't been playtested; take them with a grain of salt, or maybe several shakers worth of salt. Any feedback is appreciated and I'd love to hear if anybody uses them.