

I don’t know why this mechanic was even in the game in the first place, as it’s just more obnoxious than anything, but at least there’s a solution.
CHARACTER IN YOU HAVE TO BURN THE ROPE SKIN
It’s relatively easy to trade for as it just costs a fox skin and some meat, and you should seek it out as soon as possible so you no longer have to stress about fast travel for the rest of the game. The game never tells you this item exists, I didn’t even see it in a tooltip, and you have to dig deep into the store to find it. I don’t know if this item appears from the very start, but talk to any normal vendor and it should be at the bottom of the materials list. This is uncomfortable, as you have to make choices about when it’s “worth it” or not to use a fast travel pack or whether you should just walk, but lo and behold, 12 hours into the game, I discovered that there’s an item that lets you fast travel infinitely like any normal open-world game. Start singing about how bravely he looked running away while you're at it lol.One thing you’ll notice early on about Horizon Zero Dawn is that weirdly, the game’s fast travel system is consumable based, like we’re back in the days of Diablo Town Portal scrolls. I would, personally, be tempted to say the swarm does have a climbing speed and can follow him, biting at his heels, all the way up. They should at least keep up with him, which could well give an OA on the second turn too. Rats are really good at climbing (although RAW they don't have a climbing speed for some reason). Oh, and if the player decides to climb back up. I think, on a success, I'd allow them to add something like half their Str/Dex score (depending on which they used) to their speed (so, for a 30ft character with 12 Str, they could climb 21ft using just movement or 41ft dashing). The first character to do so, I'd make fairly easy, but any more it would get difficult (due to others being in the way).

If they want to improve on that, I would ask for a Strength/Athletics or Dex/Acrobatics check (depending on how they want to extend the distance). Personally, I might allow them to stand up from prone after doing so on a check/saving throw with a DC equal to the amount of damage taken, although that would be the end of their turn.įor climbing, yes, I would say they can automatically move half their movement speed (without a check), and would be perfectly at liberty to Dash to travel the same again up or down the rope. That's not much unless the party is pretty low level. If they have a reasonable level Barb, or any character with >60ish HP, I would be tempted to just jump down if I was one of them. Even RAW (I'd subtract their high jump distance from the fall if they are purposely jumping, although I don't think that's RAW), 5D6 damage is about 18HP average, 30 max (halved to 9/15 if a Barb rages). "High Jumping" to move down is poorly defined in the PHB, but the way I've always played it is that you can move your High Jump distance in either direction vertically before you're "falling," so even without a running start, a jump+fall combo should be enough to let most characters drop 10-15 feet without harm instantly. If they want a quicker way down, might I suggest "jumping" or "falling"? In all seriousness, falling only does 1d6 damage per 10 feet, so may not be a totally bad idea for characters that are 10-20 feet off the ground and don't feel like wasting a second round of climbing. But, that isn't to say they can't "Dash" to climb 15x2 per round, potentially only taking two rounds (12 seconds) to go down, which sounds more than reasonable. Not "climbing up", not "climbing rocks", "climbing." If your players are "climbing down the rope," they are climbing, and would move at half speed (as you said, 4 rounds or 24 seconds to climb down a 50 foot rope). Yes, they do not have to make a skill check to climb down.

So was wondering 1) do I have my climb math correct and 2) does a rope add any benefit to speed if they were moving down a wall or regardless of what may be assisting the player it's still half movement. If not and doing the climbing math it will take the players, roughly four rounds to reach the bottom of the ravine which may not be the best use of their time.
CHARACTER IN YOU HAVE TO BURN THE ROPE FREE
I know climbing regardless of direction takes half the players' movement but I was not sure if that was for just in a free climbing sense. (Yes, the player at the bottom of the ravine 'could' climb back up the rope and take a possible OA or two but that thought has not been brought up yet. Bad puns, ok, really bad puns aside the players are now strategizing their next move two of the characters want to climb down the rope to help out. This is where the game session ended- on a cliffhanger. The rest of the players did not follow along so they are at the edge of the ravine looking down. I have a player who climbed down a 50-foot ravine via rope who was ambushed by a few swarms of rats as soon as she reached the ground. Monstrous Compendium Volume One: Spelljammer Creatures
