Micro Rules - ACE Climbing
CLIMBING People may be Amateur (d12), capable (d10), or expert (d8) at climbing. A climb may be broken up into pitches of distinct difficulty. One roll is made for each climber based on their capability, and the CLIMB TABLE is referenced.
- C - Climb successful
- H - Halted - Unable to progress. Roll 1d4 to determine quarters of progress up pitch.
- F - Fall, roll 1d4 to determine quarters of progress prior.
CLIMB TABLE | Easy | Regular | Difficult |
---|---|---|---|
1. | C | C | C |
2. | C | C | C |
3. | C | C | C |
4. | C | C | H |
5. | C | C | H |
6. | C | H | H |
7. | C | H | F |
8. | H | H | F |
9. | H | F | F |
10. | H | F | F |
11. | F | F | F |
12. | F | F | F |
Pitches take varying time based on terrain
- Scrambling: 10min per 80sq
- Free climbing: 10min per 20sq
- Rope Climbing: 10min per 10sq
When rope climbing, only the lead climber can fall, and only to the last anchor. For successive climbers, the climb counts as one step easier, and falls count as halts for them and anyone behind them.