If I thought we'd ever use ropes like this again, I'd include the rules in the House Rules thread. Here's the summation:
Anyone can climb the rope safely at 50% of their movement rate with no rolls of any kind. I figure you are all hearty adventurers.
And anyone can 'transfer' their movement to another character to help them climb. No roll required for that.
Monks and thieves may elect to go faster than 50% movement rate. If they choose to, they may roll their Climbing skill to move at 75% of their movement.
BtB, any failure on a climbing skill results in a fall. But because it's a rope against a wall, I ruled failure doesn't mean a fall here, just that you didn't get the extra climbing speed. Except for a critical failure. 96-100 means you do fall. Here's the ruling from April 26:
Unfortunately, on May 5, Pip rolled a crit failure:Inferno wrote:Hi doc,drpete wrote: Climb Walls [1d100] = 89 (that's a fail... dunno what that means, here...)
...The failed roll won't cause you to fall, because of the rope. But a roll of 96-100 would.
Pip literally died helping others.drpete wrote:Pip will continue to help Ingrid move up. When he gets to the villagers, he will shake them, and shout for them to "Keep Moving! Your only hope is to Keep Going! We will protect you!"
Climb Walls (86%) [1d100] = 96
Uh oh...