[Basic] Skill of the week: Climbing
Climbing is the DX/A skill of, well, climbing things. It's penalised by encumbrance, which is often important and boosted by Brachiator, Flexibility and Perfect Balance. Super Climbing lets you climb faster, but doesn't boost your roll. Clinging removes the need to roll. Bad Grip and One Arm penalise Climbing, and Lame realistically should do so too. Knot-Tying defaults to Climbing. Rope Up and Scaling are standard Techniques based on Climbing. Action 3: Furious Fists adds Rappelling.
Basic has climbing gear, of hammer, spikes and carabineers, which obviously needs rope as well. Low-Tech has much more detail, including types of rope, firing grapnels and equipment of quality. High-Tech has more, and Ultra-Tech has a lot of advanced climbing gear. Unfortunately, rope descriptions use different schemes and safety margins between the three tech books. DF 16 has the Climber's Axe, plus rules for crossing gaps on a rope and hoisting, both of which use Climbing, and whole sections on climbing mountains, combat in trees, and other climbing challenges. Action and Zombies have climbing rules for modern urban environments. Underground Adventures has the most detailed rules and cross-references to climbing gear in other books. The rules for using Climbing are nicely clear, and are on B349. Anything harder than a ladder needs a roll, a an ordinary tree is +5, and an "ordinary" mountain is +0, with a lot more cases and speeds in the table. You roll every five minutes, which collapses to "Unskilled climbers can climb a tree on a DX roll". The modern sports of climbing buildings and sheer rock faces are applications of Scaling, and glass/metal buildings can be climbed much more easily using suction cups. I suspect that having climbed the same route several times should give a bonus for familiarity, or a penalty if something has changed and you don't notice. Climbing is one of the skills every adventurer should have, per How to be a GURPS GM and can float to other attributes surprisingly often: IQ for planning climbs, Per for spotting the best routes, and HT or Will for endurance. The IQ- and Per-based uses might constitute using Climbing as a complimentary skill to itself: making an extra roll in the hope of getting a boost to the actual ascent, but risking getting a penalty. DF 16 has rules for using Per-based skills to assess environmental penalties. PU2, PU3 and PU7 have several examples that include Climbing. Chinese Elemental Powers has powers that boost climbing, or give automatic success. St George's Cathedral has Climbing penalties and bonuses for parts of such a large building. Magic has both a spell and an elixir that boost Climbing. Climbing appears on templates, lenses or styles in just about every bok that has templates at all: the list would be tedious to recount. My diplomat character in a THS Mars campaign had an interesting time with Climbing. He initially lacked the skill, but found he needed it for Consular Special Ops work. Being a severely IQ-based character, he did as much pre-planning as possible and when the party were trying to make friends with an adventure travel blogger, found a really good climbing site in Noctis Labyrinthus from satellite images. What uses of Climbing have been strange, funny or awesome in your games? |
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I run a lot of action-adventure stories be they fantasy dungeon crawls or modern-day secret agents so Climbing is essential. The heroes are just about always called upon to go up something as a group, and usually, they can't take stairs or an elevator. It makes for gripping moments that don't involve combat or chases. In fact, I tend to think of "chases, climbs, combats, and craftiness" (the latter meaning things like impersonation and stealth) as the Four Cs of excitement.
The most amusing climbs I've seen as a GM all came courtesy of Zhang Zhu, a (now-retired) PC in my current secret-agents campaign. Among his most impressive feats:
It's safe to say that he didn't see vertical objects as obstacles, but rather as poorly guarded alternative entrances. His player impressed me with his ability to turn high Climbing and Stealth and mostly that into an essential part of every mission. |
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Stealthily Climb up a tree near a patrol route, hang down partially (without dropping to the ground) from a branch behind the target, disable the target (e.g. by a triangle choke, or by a grapple-and-backstab of some sort, or by a garotte), then climb back up to full height, taking the unconscious/dead enemy back up with you, to hide it. Taking the whole disabling affair aside, this will require a Climbing roll at -4, assuming that a human body falls within Heavy encumbrance (-4, the mass limit being able to lift BLΧ8 with two hands, so barely up to 160lbs for ST10, but 192 lbs with ST11 already). Together with an ordinary tree (+5), it seems doable for a moderately skilled and strong character, but definitely not trivial. |
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Having a rope that you've already tied off in the tree, putting that round the body and letting it fall to the ground while you get yourself back up onto the branch, and then hoisting the body into the tree sounds a whole lot easier. Or you could just come down, pick up the body, and then climb with it. |
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Climbing is one of the more or less "staple" Skills for my character: I only leave it out under three circumstances:
1) It really doesn't fit the character concept (and the concept is deemed campaign appropriate by the GM). Usually I'll have a worthwhile alternative or the character will be focusing on picking up this Skill ASAP. 2) As a somewhat desperate cost cutting measure, which again often means the character has a worthwhile alternative so that they don't bog the party down by being unable to climb well and again, it'll be one of the first things I'll try to have the character learn. 3) I fail my IQ roll for Absentmindedness and/or for Hobby Skill (GURPS). =P |
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One thing I've been thinking about lately: while there is a lot of climbing equipment in the books, there doesn't seem to be much in the way of equipment providing a Quality bonus to climbing. Low-Tech (but for some reason not High-Tech, apparently) has climbing spikes that reduce penalties for smooth-ish surfaces. But that penalty reduction doesn't stack with the Scaling technique, nor does it work on really tough surfaces.
And speaking of Scaling, this is quite an interesting technique. On one hand, it's super cool, since it offsets one of the most important penalties*. OTOH, it's generally only a good deal after putting 4+ points into Climbing, while putting 4 points into Climbing is a controversial choice compared to buying the first level of Flexibility (even though the latter is more expensive overall). * == though offsetting haste and encumbrance might be another consideration. But since they would likely also be Hard techniques, there's no point whatsoever to take them all. Taking them as perks - Armour Familiarity (Climbing) and Efficient (Climbing) - seems only slightly more attractive, but will eat into the perk limit if the game employs one. |
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I find myself compelled to add the Climbing skill to most any adventuring character, even mages. I suspect the default is too harsh for us monkey-boys.
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Also remember the Climbing skill covers Absailing too.
Be it so the chopper does have to land, or to make down the side of a building to make a surprise window entrance from the roof. or to escape from you cell used knotted bedsheets. |
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Climbing covers everything vaguely related to climbing for humans. Could someone specialize or hyperspecialize for just free-climbing?
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So cats that know Climbing must by R.A.W. know how to rappel, use spikes, harnesses, etc.? That makes sense to everyone here?
I feel that limited free Climbing should benefit from at least a one point specialization. I simply cannot imagine any internally consistent argument to the contrary. Most characters above TL 0 would be much better served with the full skill, but Gurps is supposed to be generic and work for non-humans. |
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With Rope-Up and Scaling as Techniques, it doesn't seem too far fetched. |
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I'd argue that Free-Climbing is in fact the core of the Climbing skill and, as such, is prohibited from being a technique.
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It seems to me that climbing gear started out as safety equipment to mitigate failure, and that once its use was established people started working out ways to use it first to assist difficult climbing tasks and them to accomplish climbing tasks that aren't even possible to a free-climber. I'd consider the use for safety as a familiarity — not even charge a point for it, the price of an SOP. And I suggest that the use of climbing equipment to cancel difficulty penalties and allow otherwise-impossible climbs to be a TL-limited Technique, or perhap a family of them for different equipment such as gecko gloves. |
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Part of the difficulty here is that we may be asking GURPS to go beyond its useful resolution. A Climbing roll determines whether you crossed the distance you needed to, safely: a failure may mean that you didn't get started, or that you made it most of the way, but lost your footing, and the safety line caught you, so you didn't make any overall progress.
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I have a few questions about climbing. How often do people here call for rolls and how do you assess fatigue, for climbs using the "Combat" column? The Basic Set says at least one FP, or double the FP cost determined by the adventure or GM. But it doesn't give any other guidance. 'Regular' climbs call for rolls every 5 minutes. But 5 minutes seems too a long a time frame to be meaningful for 'Combat' climbs. Also, since the movement is usually about 3 times faster on the 'Combat' column, using the same five-minute climb would let you get 3 times as far with the same success rate by climbing faster, which logically should penalize your success. However calling for a roll every second someone is climbing in 'Combat' mode doesn't make sense either, and would result an way to many falls. Dividing the time between rolls by three (rolls every 100 seconds) would make the distance covered between rolls the same in most cases. This is still too long to track or be meaningful in actual combat, but at least it removes the unintended benefit. Does extra-effort work for climbing? It seems like using the 'Combat' column covers going faster but spending FP to do it, potentially at much lower cost than extra-effort - tripling speed, rather than increasing it by 5%. You could argue that the 'Combat' column is only available in actual combat situations or when fright checks or self-control rolls for appropriate disadvantages are failed, that would leave some space for extra-effort to be useful in other situations. By the chart, Basic Move doesn't impact climbing speed at all. Should it, and by how much? Realistically do you think someone who can run twice as fast as an average person could climb any faster over 5 minutes? Or does a fast climber need to take "Enhanced Move (Climbing)" |
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A skill does not get a "/TL" merely because equipment exists to make it easier or safer to use. That's true of just about all tasks . . . it isn't as though you need Brawling/TL to account for brass knuckles and sap gloves, or Hiking/TL to get the benefit of better boots, or Writing/TL to exploit word processors. GURPS assumes that higher TLs bring better tools for almost all skills. Certainly, such devices can raise issues of familiarity, but going all the way to designating the skill as "technological" (or "/TL") only happens when using technology is the whole of the task. This is true of, say, using a car (Driving/TL) or a sensor (Electronics Operation/TL), because those tasks don't exist without technology. It is not true of Hiking to cover the exact same ground as Driving/TL, or Observation to watch the exact same objective as Electronics Operation/TL; while good boots or binoculars, respectively, could aid those efforts, the tasks themselves remain possible without the tools. And of course using tools at all is dependent on having IQ 6+. To quote p. B15: "Sapience is defined as the ability to use tools and language. In GURPS, this requires at least IQ 6." Thus, IQ 1-5 creatures can still have tool-assisted skills like Brawling, Climbing, Hiking, and Observation; they just can't benefit from the tools. And they can't have tool-use skills like Driving/TL or Electronics Operation/TL, or for that matter language-use skills like Writing. (Obviously, there are exceptions for specific tools in particular situations. Some IQ 1-5 animals do poke at termite hills with sticks or "pick locks" with their beak. These would be racial perks of some kind, akin to Cutting-Edge Training, Special Exercises, or Unusual Training. Think of each one as 1/20 of a level of IQ if you want. The IQ stat is broad and sweeping, so tweaks will be needed for the things it covers.) The upshot for Climbing is that IQ 1-5 animals will always do it "free." Tech level 0 sapients (IQ 6+) will most likely do so as well. However, higher-TL sapients will have access to the climbing aids known up to their TL, giving them an advantage. This is part of why having IQ 6+ costs more than IQ 1-5, and why TLn costs 5 points more than TL(n-1). |
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You're free to disagree with the specific implementation, but as designers, we like it. It's simple, clear, and does a good job of rating who can do what. It also shuts down rules lawyers who want to do the illogical like have their IQ 3 Ally animal use climbing gear because nothing in the rules says they can't. Quote:
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And on the flip side, Melee Weapon skills clearly are equipment-operation skills... That distinction might be moderately clear, but it doesn't seem a great fit to the actual usage of /TL. (I don't think sciences being /TL is at all a problem but I think it serves a totally different purpose than this.) |
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IQ/TL skills are the skills behind the technology where each TL is basically it's on paradigm of thought where Mathematics got relaxed by consent such a as zero, posizational notation, calculus, etc. the Physical Sciences's TL also is not defined by the tool, but the paradigm's around the TL theories. |
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Speaking as a (former) scientist, I took it as read that people would realize that theoretical models and mathematical methods are tools as surely as labs and telescopes are. They evolve over time because the real work of scientists is using and evolving those tools. Scientists understand nature via those tools, not directly. If the latter were possible, we wouldn't need science.
But it's true that abstract tools aren't always recognized as "technology" by people, so I could see that leading to questions about why, say, Mathematics/TL has a "/TL" on it. |
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And I don't think that having models that serve as abstract tools is any kind of preserve of the /TL skills. Just looking at the very start of the list, Accounting, Administration, and Animal Handling surely all have their own abstract toolboxes that have changed over time. |
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Try understanding the Standard Model of particle physics without field theories, field theories without tensor algebra and the Lagrangian formalism, and so on. I don't think people realize just how dependent the sciences are on the toolboxes and databases of ideas that came before. You can't "do science" that's meaningful to the current TL without those things. This convolution of the tools with what they work on is why sciences rate as Hard skills as well as technological ones. I'll grant that the tools don't qualify as "equipment" in this case, but you could replace "equipment" with "tools" in my earlier remarks without obscuring my meaning at all.
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Are there any IQ based skills that aren't TL in at least some degree?
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I'm slightly disappointed we went on a tangent of tools-and-sciences in a thread about Climbing while we still have such a curious bunch of questions to sort out:
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Although I would say (and I am sitting in a laboratory right now, where I spend a sizable fraction of my waking hours) that the lab work skill set involves a lot of stuff not particularly based in theory, and theory is only needed to a very shallow level for much of it, though of course that changes when you go to trying to really interpret what you've got. It could easily and reasonably be split into different skills, if one wanted to. (Both those skills would be /TL, though for what I'd call different reasons.) Dunno if this is specific to my niche in biology, though I doubt it. I know a chem PhD student whose actual duties are largely about maintaining and repairing ultra-high-vacuum equipment. |
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I had a cat that affected a limp after intentionally ramming my leg. My human level IQ noticed that she always limped with the same leg even if she rammed with her other side. She was odd to say the least but not super intelligent all things considered. |
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This post from Kromm is also relevent to this thread 8)
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If using RAW, of course, it's straightforward enough. Active tactical combat climbs will have the one roll for the start of the climb and that will usually be all. Quote:
This seems to diverge somewhat from RAW given that combat climbing is supposed to absolutely require emotional justification. I can't help it, I am unable to buy that sort of constraint. Quote:
However, I don't like Enhanced Move (Climbing) either. The dynamics of Enhanced Move (acceleration over multiple turns) don't fit climbing at all well. The mechanic of multiplying the existing rates is sort of nice, given so many different rates, but... There should be a way to buy faster climbing. Actually, there is one, but the Super Climb mechanic makes way less sense than Enhanced Move (Climbing) would. |
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failure < bonus = climb halfway, then get stuck unable to proceed. You can look for another path (takes 1 minute) and try again at a cumulative -1.If the climb is difficult enough for a penalty (or no bonus), then it works just as it does now, with any failure resulting in a fall. With an unskilled climber (DX-5 default, so skill of 5) climbing an average tree (+5), you're therefore rolling against a 10. So on a roll of 10 or less, you make it to the top, on a roll of 11 to 14, you make it halfway up, and on a 15 or more you fall. While I certainly don't have any real-life tree climbing accident statistics, it just sounds like these effects are much more "realistic." (And let's not forget +5 is an average tree.. easy to climb trees are probably +7 or so, while more difficult trees might only be +2 or +3). |
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I always found plain ropes to be the easiest things to climb. I bet knotted ropes are downright trivial for anyone capable of using their arms and legs fully.
Trees seem infinitely variable in difficulty. |
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Trees gets you a good mix where you lower body strength can actually help move your weight too. |
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As to rope, I consider specialized climbing/grip rope to give a bonus. I treat it as an equipment quality variation, where Good quality gives +2 and Fine quality gives +4 (either of which replaces the normal -2 for rope up of non-climbing quality rope). A school/gym will likely have the latter +4 version for insurance reasons. Since climbing rope gives a bonus, with my house rules, you're much more likely to get at least halfway up and not fall... Oh, and I specifically consider rope climbing to be -2 skill (or +2 or +4 with quality rope), whether up or down, and Rappelling down, which is not the same as climbing down, as -1 to skill. |
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I've never been able to climb any sort of rope or wall of any sort, only ladders (which need no skill roll). I'm rather confident that I'm ST 11, in the range of DX 9-11, and only Overweight rather than Fat in GURPS terms. I never had problems with a slippery grip or the like, only that I could never pull with my arms or push with my legs well enough to go upwards. This could mean I have Incompetence(Climbing) but I'm much more apt to believe that I would simply be an example of working from default. Hearing about how easy it it's supposed to be to do the gym exercises I was never capable of like climbing ropes, sit-ups, pull-ups, and so on always baffles me. |
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I imagine that most kids not falling all the time instinctively take extra time climbing trees. The basic rules assume fast as possible with no extra safety precautions.
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You can can catch the rope with your legs long before you run out of hand endurance to hold onto it with hands alone, and slipping off suddenly is kinda unlikely (not impossible, of course). |
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I stand by my opinion that screwing around when 20 feet of the ground is reckless. If you merely need to show off arm strength, then perform fancy pull ups. That way a mistake won't break your neck and traumatize witnesses.
Climbing is always dangerous. Drastically increasing its risk for no reason other than machismo should be condemned, especially in a gym. Reckless behavior doesn't just endanger those doing it. Witnessing tragedy causes harm as well. |
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The USMC technique uses legs and arms to do it, I can't imagine doing it quickly enough safely without that technique.
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I mean, stuff that is done to raise certain sub-attributes and sub-sub-attributes is not necessarily applied 'in the field': e.g. the training of a pole vaulter includes bits and pieces of weightlifting in regimes that are quite different from the stresses experienced during a vault, both in terms of technique and in terms of force magnitudes/durations/directions involved. |
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