Jumping and Climbing Guide
Posted: Fri Dec 07, 2018 10:01 pm
Thanks to Brokenbone for pointing me towards this gem!
Currently Waterdeep has active Jumping and Climbing scripts, and has had them since 2007 when Zelk created them.
If you right click on your character to open up the radial menu....
Go to Special Abilities...
Click on a Class Icon....
Click on Maneuvers....
Click on Fly, Jump, Climb
This will allow you to know target where you want to Jump to or climb to.
I suspect the Range is very limited to something within five feet of your character.
Jumping seems good for overcoming bad walk mesh issues and not much else, currently.
((This maybe because my current Character lacks an a high enough Jump Skill to do more then escape questionable walkmesh))
((In time SCIENCE will reveal more, and by Science I mean trail and error))
Climbing though can be used to ascend or descend vertical surfaces, so long as there is an appropriate walk mesh on the top of, or bottom of what you are trying to climb.
Currently the DC for Climbing is based upon the length of the climb and if the area is a Wilderness Area or a Civilized Area. It is easier to climb shorter distances then it is long distances and so it maybe best to find routes up that involve using tiers to shorten the distanced you have to climb in any one attempt. In addition to this it is easier to climb natural terrain then it is to climb the smoother surfaces of city or dungeon walls.
Climb Speed is determined by your Race, Armor Worn, Encumbrance, and Class.
With each successful Climb Check you either Ascend or Descend an appropriate number of feet.
If you Fail the DC by 5 or less, no Progress is made.
If you Fail the DC by 6 or more, you have a last chance effort to grab the Wall or Hill with a DC 40 Climb check and stop your descent.....
If you were climbing Up and you Fall, you return to the spot you started.
If you were climbing Down and you Fall, you go to the point you were climbing down towards.
In addition, you take 1d6 Bashing Damage per 10 feet fallen.
With a DC 15 Tumble Check you can negate 1d6 of Damage.
If you take Damage from Falling you will be knocked prone temporarily.
Dwarfs, Gnomes, and Hins have Climb rates slower then the Taller Races.
Dwarf Climb Speeds are not effected by Heavy Armor, but the Skill Penalty of Armor still effects their Climb Checks.
Barbarian Speed is factored into Climb speeds, as are the different tiers of Monk Speed.
Last but not least, the Monk Slowfall ability is baked into this system already....
4th level Monks take 20ft off the distance fallen before calculating Damage
6th level Monks take 30ft off the distance fallen before calculating Damage
8th level Monks take 50ft off the distance fallen before calculating Damage
18th level Monks always treat their Falling distance as 0 feet.
Currently Waterdeep has active Jumping and Climbing scripts, and has had them since 2007 when Zelk created them.
If you right click on your character to open up the radial menu....
Go to Special Abilities...
Click on a Class Icon....
Click on Maneuvers....
Click on Fly, Jump, Climb
This will allow you to know target where you want to Jump to or climb to.
I suspect the Range is very limited to something within five feet of your character.
Jumping seems good for overcoming bad walk mesh issues and not much else, currently.
((This maybe because my current Character lacks an a high enough Jump Skill to do more then escape questionable walkmesh))
((In time SCIENCE will reveal more, and by Science I mean trail and error))
Climbing though can be used to ascend or descend vertical surfaces, so long as there is an appropriate walk mesh on the top of, or bottom of what you are trying to climb.
Currently the DC for Climbing is based upon the length of the climb and if the area is a Wilderness Area or a Civilized Area. It is easier to climb shorter distances then it is long distances and so it maybe best to find routes up that involve using tiers to shorten the distanced you have to climb in any one attempt. In addition to this it is easier to climb natural terrain then it is to climb the smoother surfaces of city or dungeon walls.
Climb Speed is determined by your Race, Armor Worn, Encumbrance, and Class.
With each successful Climb Check you either Ascend or Descend an appropriate number of feet.
If you Fail the DC by 5 or less, no Progress is made.
If you Fail the DC by 6 or more, you have a last chance effort to grab the Wall or Hill with a DC 40 Climb check and stop your descent.....
If you were climbing Up and you Fall, you return to the spot you started.
If you were climbing Down and you Fall, you go to the point you were climbing down towards.
In addition, you take 1d6 Bashing Damage per 10 feet fallen.
With a DC 15 Tumble Check you can negate 1d6 of Damage.
If you take Damage from Falling you will be knocked prone temporarily.
Dwarfs, Gnomes, and Hins have Climb rates slower then the Taller Races.
Dwarf Climb Speeds are not effected by Heavy Armor, but the Skill Penalty of Armor still effects their Climb Checks.
Barbarian Speed is factored into Climb speeds, as are the different tiers of Monk Speed.
Last but not least, the Monk Slowfall ability is baked into this system already....
4th level Monks take 20ft off the distance fallen before calculating Damage
6th level Monks take 30ft off the distance fallen before calculating Damage
8th level Monks take 50ft off the distance fallen before calculating Damage
18th level Monks always treat their Falling distance as 0 feet.