Discussion:DC's for Running up/along walls?
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Running up/along walls
I have been wondering lately exactly how to calculate the DC/check(s) required with running along walls when there is ample ground at either end for a good run up.
E.g. A room with 40 ft of flooring, a 30 ft pit and another 40 ft of flooring with a 15 ft roof. A character wishes to take a 40 ft run up at an angle to the wall, then run up and along the wall for 30 ft to land on the floor at the other end of the room. Obviously a big example. Thanks for the help.
TK-Squared 11:13, 27 February 2008 (MST)
While I'm not totally sure on the ruling, it's most probably up to DM Ruling, but based on Complete Scoundrel's "Walk the Walls" skill trick, which states that you don't have to use a climb check in it; the actual normal check is going to be a climb check. My idea would be to treat this climb check as sort of like a jump check. The running start gives them a +4 bonus if they have run, but no penalty if they don't. According the Skill Trick I'm gong off, it states that the movement cost is 4 squares of movement per 5 feet of wall running, so make it like a vertical jump check; DC = Distance * 4. For example, running along 30 ft. worth of wall? That's some pretty hard stuff to do; so the DC of the check could get as high as 120. You've got remember, running along walls? It's bloody hard. But, of course, this is my opinion and it may seem a bit high. If you do this, advise your player to invest in a form of FLY or JUMP.
126.96.36.199 03:27, 1 March 2008 (MST)
Gave it a bit more thought and hunted around. The Netbook of Feats () has a user submitted feat that seems a bit more accurate than the Complete Scoundrel skill trick. The Complete Scoundrel skill trick focus's on running directly up a wall vertically. Here is a description of the feat I have found:
VERTICAL WALK [General] You can walk short distances on vertical surfaces. Prerequisite: Climb 5 ranks, Jump 5 ranks Benefit: You may move on a vertical surface for a portion of your movement provided you begin and end your movement on a horizontal surface. The distance you may travel vertically in a round is equal to one third your current speed. You may use the remainder of your movement normally on horizontal surfaces in the same move action. Example: Clement the Monk with a movement speed of 40’ can run up or down a wall up to 10’ tall without any jump check so long as there is something he can stand on at the top and bottom of the wall. He could also move along the wall for up to 10’ and back to the ground, perhaps to avoid a pit trap or the like.
VERTICAL WALK Copyright 2002, OGC Source AEGF Balance: 3.96
- I'd say that you could use the Complete Scoundrel skill trick to do that so long as you're ending your move action on a horizontal surface. --Regulus 21:10, 24 March 2010 (UTC)