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| #1chainfistMar 11, 2009 19:08:00 | The Situation: Trying to escape an alien infested ship about to collide with another (in 60 seconds/10 rounds) and then explode (30 seconds after the collision), "Ox" (4th Helix Warrior, played by Erik) is carrying his comrade "Singh" (Field Medic 4th, played by Bob) while using a Grappling Tether to expedite their escape (and make up some lost time) up a 3-5 story shaft (12ft per floor, and about 10ft x 10ft square maybe more). There is no turbulence or hazards in the shaft that would inflict any damage to either PC. My Beef: >GM made a ruling that, I dropped my comrade after only 2 rounds of holding him despite my STR, Class skills, and Feats because he rolled a 1 on a secret roll to check his grip on me though I was doing the carrying >Another teammate "JimBob" (Fast Hero and Sniper, Jeff) had a fully equipped 200+ lbs (plus equipment) male soldier on his back ("Sarge Warrick"), Sarge made rolls to keep a grip on the JimBob's backpack he was holding onto BUT JimBob never made a roll to keep hanging onto his Grappling Tether (so why would I think it would affect me differently) GM Reasoning He claims that it wouldn't matter who made the check a 1 would be the same result despite rules that you can take 10 on a Climb check if you are not threatened. >"A grapple check was needed regardless, weather by Ox or Bob's dude (Sung?)." >"I rolled a '1', which made Singh dude start to lose grip. Wether is is a build up of sweat, him getting hooked up in a ladder rung or making a sudden unexpected movement - doesn't matter. End result was the beginning of falling." >"The DC to hold on is easy/low (10). A '1' on physical & interaction activities is a failure in my game - especially when there is somesort of stress involved (pending ship explosion/collision)." >"I rolled a '1', which made Bob's dude (Singh) start to lose grip. Wether is is a build up of sweat, him getting hooked up in a ladder rung or making a sudden unexpected movement - doesn't matter. End result was the beginning of falling." >I gave Ox a chance to react (I specifically remember asking - he is starting to slip, do you do anything? To which the answer was 'I keep going up'). The fact Ox kept going gave Sung a penalty (-2) to regain his grapple (which in the circumstances was DC 15 - no real foot hold...). Not very high again, so odds were on PC's side. I rolled a '3' which, even with the +2 from Ox still came short ((roll) 3 + (grapple) 8 + (Ox) 2 - (penalty) 2 = 11 total). I gave him a reflex check to see if he could grab onto your legs or the ladder, but he also failed that (Bob rolled it and go a total of '8' I think). So he fell to the next deck, banging his head." IMO: >Since I initiated the grab, I should be the one rolling to sustain it >I should not have to check my grip, it is a light load with no penalties for movement or actions >If you can run for your CON in melee rounds why can"t you at least hold onto your light load for at least as long before having to make a Fort or Concentration check DC 15 +1/round >The GM did tell me twice that "Singh is slipping", since I was the one holding onto Singh and given my STR, Feats, etc., I was not worried about dropping him. >GM rolled for Singh's hold onto Ox, adding a mere +2 circumstance bonus for my Ox's grip on Singh. Despite the following facts (see below) he ruled that Singh was dropped. Now I was faced with trying to flee alone knowing my comrade would die for sure in the explosion OR going back for him and inviting a double death for both of us. >There was obvious uncertainty in if to use Grappling rules, Climbing Rules or just a straight STR check >Lastly, we (as a group called TACT-5) went through at least 2 play tests in which I carried survivors to safety in different senarios. At no time did this or any other rule for "grip" come up for discussion. The Relevent Stats in the Dispute: My PC "Ox" has: Light carry weight allowance of 346 lbs 89 pounds of Equipment 160+45lbs of comrade over his shoulder/under his arm Ox weighs at least 287 (20lbs is subtutaneous armor) Ox build is 3 Dedicated, 1 Star Law, 1 Soldier, 1 Thrasher, 4 Helix Warrior Has Haul (carry as if STR 4 higher) , Survivor (roll 2 action dice, take best), and Strong as an Ox (carry as if Large creature) class features Skills: +9 Concentraction (w/ skill focus), Climb +4 Combat Skills: Grapple +4 (no Feats) Ability Scores: CON 16, Fort 12 and the Endurance Feat (+4 to run, swim, and other exhausting tasks), STR 18 (or STR 22 for purposes of carrying capactity as per d20 Future page 27) *Grappling tether employs a beam of gravity that is secured up to 200ft away and is capable of towing/down (watch Batman) a maximum weight of upto 10,000lbs Why I think it was unfair 1. I think this decision was unfair and totally without any regard for my PCs class abilities I spent skills, level and feats on 2. GM was more concerned about his realism that the realistic nature of what my PC was capable of in the game. 3. GM has no basis for ruling, in email mentioned that it "would have happened even if person had +100 STR", and "if it wasn't a STR test it was someother skill", and an example of dropping a 4 ounce pen. To which I say, a pen is nothing like a comrade you are focusing on trying to save in a desperate situation Question: Have you run into this type of dispute or ruling for "grips" ? What rule resolutions did you use in this or a similar situation? Is there a QA that I can look up on this subject here? IF not where could I find one? Thank you for your answers in advance |
| #2backstabbistMar 11, 2009 19:57:13 | Wow, what a fun game to play. Lets see this new GM houserule on holding onto what you are holding onto: Bob> I get dressed, grab my suitcase packed for my 2week trip, and wait for the bus GM> ok... uh Oh, too bad, I rolled a 1 for your grip, so you drop your suitcase. Bob> Huh? Why? GM> cause a natural 1 came up, you drop it Bob> No, why are you rolling to see if I can simply hold onto my light load equipment while standing around? GM> uh... Bob> Is there some Walk&ChewGum feat I can take to smoke a cig and not drop it GM> ... Bob> Are you gonna roll every round to see if I drop my rifle while running around? GM> Well, the suitcase is heavy Bob> No, the suitcase is heavy for your mom, its heavy for SteveUrkel, its heavy for Pippi-frickin-Longstockings, but a 20lb suitcase is not heavy for my brawling mercenary. Perhaps the GM will tire of rolling every round that a Smart hero carries some 3/4 light load... 3/4 light load for a smart hero being a rifle or pot of coffee. Poor guy cant even make it to the buffet to the table with his lunch tray 3 times a week |
| #3narukagamiMar 11, 2009 20:26:28 | The natural 1 rule only applies to saving throws and attack rolls. Nothing else. |
| #4Waylan_WolfMar 11, 2009 22:37:59 | Hmmm I can't see any reason for the DMs ruling... I could see him forcing you to roll a climb check because one of your hands is full with your comrade, but that's about it. And even if the climb check failed, you'd both fall, not the guy you were holding. Now if the situation was your comrade holding onto your back while you climbed with both hands, then I could see the DM being justified in making your comrade roll a strength check every round to hold on, but unless you were covered in grease, the DC shouldn't be more than 5 (or 10 at the most)... and even then a natural 1 isn't an automatic failure on a skill check. It sounds like a bad GM call, but in the end he's the GM and he's got the final say. If you can't convince him of your point of view, your only choices are suck it up and move on, or leave the game... ![]() |
| #5backstabbistMar 12, 2009 0:05:52 | sound like the classic GM kick in the shorts to punish a player for using the equipment he prepared to take a shortcut. "You cut yourself shaving, roll on the Limb Loss table" |
| #6TheRealOrionMar 12, 2009 14:18:07 | Yeah, it does sound like either a misplaced attempt to create tension or a "roll for GM spite." Never ceases to amaze me how PO'd GMs can get if their precious villains get beaten and the PCs survive (duh! they're the heroes!). Anyway, it does sound ridiculous. Narukagami's post is the real nub of it: natural 1's only auto-fail on attacks. Full stop. Rolling a 1 on a Skill check can be a spectacular success if your bonus is +25. All that being said, I'd love to hear the GM's side. There's at least two sides to every story. |
| #7layla_minogueMar 12, 2009 15:40:17 | Wow, what a fun game to play. :heehee This is correct. If it can be determined that you are carrying the other guy, not unlike carrying a very big sack of potatoes, it should've been handled with weight rules. |
| #8MechaPilotMar 12, 2009 23:12:12 | I think the DM was trying to build tension and further enjoyment of the game. I also think he failed in an epic way. |
| #9TheRealOrionMar 13, 2009 0:15:45 | The only sense I can make of his call is that there could be, realistically, a difference between your "load" (presumably in pockets and/or on your back) and something you're slinging under one arm. A body is going to move around a lot, even one that isn't struggling against you, and you'd have to constantly shift your grip to match. That said, given all the special "I'm a pack-mule" abilities this PC had, he'd have to seriously screw up several rolls in a row to justify dropping the guy entirely. |
| #10backstabbistMar 13, 2009 0:28:32 | A load is stuff like a duffleback slung on your soulder, while a load is like using just 1 hand to fireman-carry a body. It is just basic portage. If you can pick up & carry that Suitcase / Grainsack / Duffle / Body / Chaingun then you dont roll to see if you drop it every round Who here can recall rolling every round for their paladins squires to see if they drop the pennant at any point during the 8hr a day traveling to the dungeon.... cause theres gonna be a whole lotta SquireBeatin if that boy dirtys my family flag. Not that I want to, I would prefer to not have to beat the boy, but the dice spoke: He just got unlucky that a Natural1 came up on one of the 600rolls per hour for 8hrs.... oooh tough break for squireboy, he's gonna have to stay up late cutting me a bunch of switches for tomorrows Dropped Flag Beatings ... that, or maybe he should stop trying to ride horses while holding an object with his free hand. Of course, if I had just started burrying my squires in a closer graveyard, he wouldnt have to roll so many times. But I really want to show the new squire the inspirational text my squires get on their markers: "That which doesnt kill us makes us stronger" |
| #11TheRealOrionMar 13, 2009 1:53:56 | Hang on. Devil's Advocate, here. (To be clear, that GM's call is a load of crap, but this could be an interesting discussion.) It's pretty clear that you don't bother making checks unless there's some element of risk, right? So of course you don't have to roll to keep your pen in hand while writing a memo. But carrying the unconscious body of a teammate while escaping an exploding ship? Sounds like some risk is attached. Making rolls to keep hold of the guy isn't the problem. Ruling that a Natural 1 means he just drops is a problem. That doesn't follow from the rules. Disregarding all the stats that say that PC should have been able to carry the other guy all frakkin' day. That doesn't follow the rules. Requiring ability checks in a dangerous situation...? I'll give him that one, I think. |
| #12layla_minogueMar 13, 2009 14:28:04 | .... oooh tough break for squireboy, he's gonna have to stay up late cutting me a bunch of switches for tomorrows Dropped Flag Beatings You let the squire ride on a horse? You're makin' 'em soft... ![]() |
| #13backstabbistMar 13, 2009 15:54:43 | But carrying the unconscious body of a teammate while escaping an exploding ship? Sounds like some risk is attached. If the ship was blowing up section by section, yeah. But if the ship is just fine till some thing happens after the PCs are long gone.... the explosions didnt bump the cargo loose because the explosions dont happen till after the cargo is carried out. We cant just look at Eventual Risk to justify causing the hazard in the first place. Eventually the ship will blow up after we are gone, but that eventual explosion cant knock me down a shaft, breaking my legs, causing me to get caught in the later explosion that didnt actually happen yet back when it knocked me over to cause me to get still be around when it did happen. If the OPs ship was blowing up the whole time, then those circumstances might cause rolls to be made but we dont tell someone that they fell down while crossin the street with the WalkSign, cause of a Natural1 rolled for a Imminent Threat, that threat being caught in the crosswalk after the light changes because you fell down because of a threat that didnt exist till you fell down... for no reason |
| #14TheRealOrionMar 13, 2009 19:58:58 | I think there's a marked difference between a ship blowing up "eventually" and it blowing up "in X rounds." Moving too slowly or leaving someone behind is an immanent threat. Also, running around in traffic is dangerous. I mean, a lot of people get hit by cars every year. |
| #15backstabbistMar 13, 2009 20:17:04 | but how is something that isnt going to happen for a few minutes going to influence how well you can punch the Popcorn Button on the microwave so you can have a snack while waiting for it to happen? Using the falacy of The danger introduced by the failure is threatening enough to cause the failure, is hooey. It falls appart with the Carry My Riffle logic: If I drop my rifle while behind enemy lines I could get caught in a firefight unarmed, and the threat of that is enough to have every man in the squad roll every round to see if they drop their rifle while walking around on patrol. Roll that Drop Check every frickin round for each guy cause there is a real threat of an enemy encounter any minute now.... or maybe later... or in the very next round of walking around, so we gotta roll for Drop every round while patrolling that is just silly If there is something that is actually happening to you to cause the drop is one thing, to panic over what is not actually happening yet is wrong. The OP had a plan to avoid the explosion. Just climb up & leave before the ship explodes. "I aim at the door and hold a ReadiedAction to blast anyone opening the door while BigAl goes in the window" ok, after 3 rounds you drop your gun because of the threat of somebody shooting at you from somewhere other than the door. |
| #16TheRealOrionMar 13, 2009 22:22:53 | I have to respectfully disagree. You don't make checks when there's danger because the danger could distract you. You make checks when there's danger because failing the check has some kind of in-game consequence. To be clear, I do not support the GM's string of calls on this, but he is within his rights to require checks in situations where there is a clear and present threat, and a clock ticking down until your ship blows up and you're floating in open space? That sure sure as heck qualifies as a "present threat" (the countdown was 90s second, by the way, not "minutes"). Your examples also just beg the question. If a dangerous situation breaks out in a d20 game, you go to combat rounds and all the rules change. It would make for a mega-lame game if you actually had to role to keep hold of your weapon or walk a straight line, but given the situation that that PC was in (immanent threat of death, responsible for a team mate's life, climbing with a body under your arm), I think checking to see if he could carry the body is within the realm of reasonable. Ruling that he fully drops the body on a 1 is the dumb-ass part, especially considering that PC's array of abilities. But I'll give him the right to call for a check. |
| #17backstabbistMar 14, 2009 0:18:18 | still back to having consequences of tthe drop cause the drop The consequenses of dropping a fireman carry a buddy with a broken leg is further leg injury. So since there are consequense and threat of harm, you'd support the plan to have the carrier make that Drop Consequense Check every round for the 8hr days travel back to friendly lines. "In 19 minutes this area's gonna be a cloud of vapor the size of Nebraska." .... which obviously is 19 minutes of dropping your weapon, dropping the locator, breaking the loactor, tripping over FacehuggerEggs, and any other nonsense just to waste time to impart that there is plenty of time but none to waste - Which causes these silly time wasting rolls to make something non threatening more thretening. Rippley dropped Newt down the vent not because there was plenty of time before the station blew up so we start rolling every round to make bad things happen, but because a smaller explosion caused the fall. The imminent threat of getting hit by a car that lost control hopped the curb and hit the guy on the parkbench, is not justification to see if cars lose control hop the curb & hit ya every round that you sit on the bench eating your lunch. Yes, it very much could kill you, and that is a serious threat of death.... but that dont mean we have to roll for it every round for the lunch hour to make it turn into a danger. Basicly, the whole Threat Of Consequense is done in the Take10 Take20 deal. If there was a reason to roll, normally you would Take10 but cant due to this Threat. However, that is not the same as causing rolls that dont need to happen. You gonna roll 3 times an hour for a guy crossing the desert to see if he drops his canteen? Cause that would have dire consequence, yet it would be wrong to have to roll it over & over all day |
| #18TheRealOrionMar 14, 2009 2:29:05 | Basicly, the whole Threat Of Consequense is done in the Take10 Take20 deal. Aha! There it is. You're right. It only matters to Taking 10/20. Why didn't you say that to begin with instead of all that straw-man stuff? ;) What I'm unclear on, now that I reread the OP, is what exactly was going on. Was the PC Climbing (as per the skill)? If so, he'd have to do so one-handed or have his buddy slung over his shoulder and tied to him or something. Either way, you are looking at a penalty to the Climb check, and I do think it's reasonable that a catastrophically bad roll could make the other PC fall. However a 1 does not automatically fail on anything other than an attack, so if that 1 was actually a success, then he shouldn't have dropped the guy. The rest of it is immaterial. |
| #19backstabbistMar 14, 2009 10:26:03 | good, we found the common ground Yes, the OP did post a strange situation: It was not an adversity / penalty to the climb check, climbing excluding Take10 due to Threat and maybe a -2 or -4 for OneHanding it, but a seperate Make Bad Thing Happen roll for no reason other than to make a bad thing happen Its one thing to say a guy fails at what he is trying to do (Skill / Str / Dex Check), but its another to say he fails when he's doing nothing that even requires a roll |
| #20TheRealOrionMar 14, 2009 11:13:11 | Well, that's what I'm unclear on, and maybe the player in question is unclear too (it sounds like the GM is playing it close to the chest, which is rarely a good idea in situations like this), but it seems like the PC was making Climb checks but then the GM made separate "hold on to the guy you're carrying" check. Perhaps that was in response to a failed Climb check? If so, I suppose it might be reasonable to hunt down some kind of secondary effect. If it was just a Strength check, that seems in appropriate given that it's weight that's within his allowance. This is why I say it would be great to have the GM here so she/he could explain the thinking. |
| #21backstabbistMar 14, 2009 12:18:26 | yup |
| #22chainfistMar 14, 2009 16:40:43 | Thank you for all your comments and reasoning: I've added some additional GM reasoning (quoted from email) to the original post. As far as sweat and slipping, we"re playing a military anti-terrorist task force in full gear not naked beach bunnies (a good thing too) Distress and tension: I agree it is there, however we are all playing 10th level characters of an anti-terrorist inter-planetary sactioned squad. Moreover on the roll of "1" as a absolute failure always. Ox and Singh"s player didn't get a chance to roll the multiple chances to do so, the GM did. I still have a skill mastery left to choose, and intend to take whatevery skill applies to me maintaining grip on my "cargo" in these situation. I think that skill should be Concentration because it has roots in CON and I will ask for my Endurance bonus to apply (if not double given my Strong as and Ox weight multiplier). What do you think? |
| #23narukagamiMar 14, 2009 17:56:01 | Moreover on the roll of "1" as a absolute failure always. Ox and Singh"s player didn't get a chance to roll the multiple chances to do so, the GM did. Regardless of who is rolling 1 is not an autofailure unless its an attack roll or a savings throw. Also, I suspect it doesn't matter what face of the die was showing. Seems to me like your friend was going to get dropped no matter what and the DM rolled randomly in an attempt to justify his arbitrary decision. Its a common technique that, unfortunately, gets used for evil more often than good. |
| #24TheRealOrionMar 14, 2009 18:56:25 | If Singh* was unconscious, he shouldn't have been rolling Grapple checks. The responsibility was clearly on Ox to keep hold of his team mate. Also, Grapple is the wrong check to roll. It's based on a opposed test between people who are assumed to be in combat, one who wants to Grapple and one who doesn't. It does not at all apply to two PCs who are trying to maintain their grips on one another. What it sounds like to me is that the GM made a strange call in mid-game (which happens to all of us!) and now he's worked himself into a position where he feels he has to defend it rather than just saying "Yeah, that was a bad call. Let's agree on a better rule for that in the future?" To quote Marcellus Wallace, sometimes that is just your pride f*cking with you. *The GM should get his characters' names right, and anyone living in the modern, multicultural world should know how to spell "Singh." All Sikh men have that name. It's bloody everywhere. Seriously. |
| #25backstabbistMar 14, 2009 19:10:32 | ChainI still have a skill mastery left to choose, and intend to take whatevery skill applies to me maintaining grip on my "cargo" in these situation. see, this really explains the problems that I have with your situation: No matter what skills feats of abilities that you get to help on your rolls, We cannot ignore that it was NOT YOUR ROLL that caused the drop. If you boosted Climb it wouldnt help... you didnt blow a Climb Check. If you boosted Concentration it wouldnt help... you didnt blow a Concentration Check. There is only one appropriate check, and that is just checking your cargo vs carry weigh, not even a roll for it..... Yup, I can carry that. The GM blew a Not Screwd roll for ya. If it were any kind of thing you could improve, YOU would have been the one rolling the checks. For that die roll that screwd ya, what check did the GM ask you to make? None? He was just rolling unclassified, which no skill feat or ability would help. The claims of SweatyPalms or whatever should have been applied as a Penalty (-2 or -4) to whatever checks you are doing. Such as a bunch of 10yo boys start a hockey game in the minivan you are driving: Normally you dont have to roll DriveChecks to just drive down the street, but due to the Ruckas you have to make a Drive DC10 with a +5DC Ruckas and noi Take10 cause yo might hop a curb and run over a guy eating lunch. Now, you might ask the GM for a Concentration Check to avert the Ruckas Penalty... if you make your Conc check you then have the plain Drive DC10 to roll. What shouldnt happen is you drive down the street and the GM tells you he blew a generic Bad Thing Happens check roll for ya and you crash because the kids were fidgeting in the back of the van. No Drive Check by you, no Concentration Check for you, no Drive Penalty for the Ruckas... just a Every 3 Minutes You Die (every round Natural1) roll that HE does not you. |
| #26chainfistMar 14, 2009 19:22:06 | If Singh* was unconscious, he shouldn't have been rolling Grapple checks. The responsibility was clearly on Ox to keep hold of his team mate. Also, Grapple is the wrong check to roll. It's based on a opposed test between people who are assumed to be in combat, one who wants to Grapple and one who doesn't. It does not at all apply to two PCs who are trying to maintain their grips on one another. What it sounds like to me is that the GM made a strange call in mid-game (which happens to all of us!) and now he's worked himself into a position where he feels he has to defend it rather than just saying "Yeah, that was a bad call. Let's agree on a better rule for that in the future?" To quote Marcellus Wallace, sometimes that is just your pride f*cking with you. In the Situation above (original post), "Singh" was conscious but very injured and slower (due to equipment) than "Ox". His other comrades far ahead of them, Ox concluded that he must carry while using the Grappling Tether and then run with him (over his shoulder, though I believe it was interpreted as a underarm) to the awaiting military transport ship docked on the final floor. |
| #27backstabbistMar 14, 2009 19:43:06 | I mentioned the Stop Squirming factor in the other thread:If the GM wants to be a pain, |
| #28narukagamiMar 14, 2009 19:48:43 | In the Situation above (original post), "Singh" was conscious but very injured and slower (due to equipment) than "Ox". His other comrades far ahead of them, Ox concluded that he must carry while using the Grappling Tether and then run with him (over his shoulder) to the awaiting military transport ship docked on the final floor. Then "Ox" should be rolling a Strength, or maybe Constitution check, if anything at all. Not some non-existent "carrying stuff" skill. Not a Grapple check that, as already said, is only used when wrestling with someone who is actively trying to prevent your hold on them. This is a clear cut case of a bad call on the DM's part. |
| #29backstabbistMar 14, 2009 20:14:08 | Toys for future boysGrappling Tether A GrapplingTether can pull yo straight up to a hovercraft, so what is the climb check for "No Wall, Climbing Air", DC250... maybe DC255? |
| #30DwarfFighterMar 16, 2009 8:53:33 | GM Reasoning Well, I really can't fault that reasoning. If you are going to bother playing out this sort of situation round by round then it makes sense to allow for failures, otherwise it's just routine. And if that's they way the GM runs the show, then that's the way things are. Somebody suggested rolling lots of dice for holding onto a suitcase, or carrying a mug of coffee. I'm sure those situations are basically low-stress level. Unless of course the guy waiting for the bus is concerned whic will arive first: the bus or the shock-wave from the nuclear war-head that detonated just down town, or the clerk carrying the coffee cup is trying not to spill any on his shirt while the building is collapsing around him. If I were to resolve the OP's situation, however, I'd take a quick time-out to calculate the climbing character's current load since this gives us the penalty on the climbing character's climb check as well as his speed. With your light load being what it is, it seems no no such penalty should apply, and I wouldn't require a Strength check since I don't see how I could reasonably apply the result of a failed check. ("You fail to lift him onto you shoulders?") The description of the Grappling Tether is mostly fluff, but I assume that it effectively counts as a "knotted rope" the shaft is a "wall to brace against", giving a Climb DC of 5 respectively. I consider the Grappling Tether insufficient to count as climbing gear, which means I would apply a -4 penalty if Ox did not have the appropriate gear. I'm assuming that no armor penalties apply. I would also apply an additional -2 circumstance penalty to take into account the difficulty carrying an unconcious comrade: it's not as if you can put him in your back-pack after all. ![]() Climbing is slow, however. With a normal speed of 30 ft. You'd be able to climb 15 ft. per round, or 30 ft. per round with accellerated climbing (another -5 to the check), meaing that you'd need to make 4 checks at Climb +8 (ranks, strength bonus, right?) vs. an effective DC 11 (DC 5, no gear, circumstance) or 2 checks against DC 16 (accellerated climbing). I'd allow for the take 10 option even though you're on a timer. After all, haste makes for waste. -DF |
| #31backstabbistMar 16, 2009 11:00:46 | the user can retract the tether to either pull the object to her (if the object is smaller in mass than the character), or pull herself to the object No climb check for having the tether pull you up midair to a hovercraft, so we souldnt make it harder if there is actually a shaft wall to walk up. GrappleTether ClimbDC0 GrappleTether with favorable conditions DC5 ????? The grapplegun retracts how fast? 150' /round? 50'/rnd? 15'/rnd? It pulls you up at the speed it pulls you, you are not influencing that speed. Please refer to the Batman movie when he told KimB she didnt weigh 116lb.... it didnt take that PL5+ Grapplegun 6sec to go uo 15', it went like 40' in 1.5sec. Now, if a caveman style PL5+ grapplegun can do that, why would it be so much slower in PL6, and even slower yet in PL7 with a GrapplingTeather. The pl7 Grappler should be AT LEAST as good as the pl5 batman one, obviously the pl6 Grapplegun would be farther faster more weight, and the pl7 Grapplegun will have even more weight range & speed. Batman & Kim didnt make a climb check to be pulled straight up by the grapplegun, the OP shouldnt be maiking a climb check for it either, and the 60+ ft/rnd Batman grappler is a turtle compared to the PL6 version, and the pl7 version will be faster yet.... Batman didnt slowly creep 12seconds to go 30' up. As for the continuation of having the PC know about upcoming doom cause generic checks, that is entirely in the domain of CONCENTRATION skill and Will Checks... Lets roll if the problem that is entirely in your head messes with your perfomance. Will check to keep it together. Remember Hudson when the dropship crashed "Thats it man, game over." If you dont use the concentration skill to keep it together while doing things facing adversity, why even have that skill. It lets you ignore distractions, distractions like knowing the ship will eventually blow up after you leave in a few rounds of not dropping your rifle/coffee/teammate. The OP asked What skill/feat would help him next time? The answer should be Concenntration Skill to avoid letting distractions (impending doom) distract you. Unfortunatly, the GM wasnt having him make Conc rolls, so the perfect skill for the situation wasnt being used. The wrong skillckeck wasnt being used either: distractions cause a -2 ~ -5 on the climb check being attempted. The problem was all in his head. That is a Will problem, not a Strength problem. The Concentration skill exists exactly for dealing with things that distract you, DrillSergeants yelling in your face while you try to type, or the pressure of deactivating a bomb that is counting down from 60seconds. <6sec to fail Disablecheck, 30sec to get to shuttle, 6 sec to grab popcorn... 6sec to get to window... 12sec waiting to watch explosion from safety> Will we from now on have just knowing there is a bomb in the building be Will DC10 else Panic, drop stuff, spill coffee into warpdrive, accidently fire SigularityBomb at Homeworld, trip & fall into antimatter vat.... just because you heard you have 30 seconds to do the 18second Evacuation drill? What is this, Spaceballs? |