CLIMBING, SWIMMING, AND CRAWLING: While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. On Social Media: Roll20® is a Registered Trademark of The Orr Group, LLC.
You're right; I should have clarified I meant a "climb speed equal to walking speed" or some such thing.
This is because a “climb that requires both your hands and feet” is a more specific term than just a “climb”, so specific beats general. Being a centaur who climbs buildings isn't a very sensible idea, and should not be made plausible by over-literal rules interpretation. Using the example of monkey bars, your legs typically dangle downwards and you swing your body forwards to grab the next bar, they do not require use of your feet, only the use of your hands to grab the bars and your body to swing you forwards. You are muscley and strong, pulling yourself up the mountain cliff like a monkey.Arcana. He should be able to climb the rope with little chance of failure, not a 45% chance of failure. Its just half your walking speed. For my own homebrew, we are going with for every 100 feet you climb, there is a check. I imagine them working like this: Welcome to RPG.SE! But then maybe that's the intent.). This isn’t really based on anything except those action/adventure movies of the 90s where the hero is climbing up, slips and begins falling down a mountain in a dramatic fashion, each anchor they placed into the wrong popping out and creating so much tension in the story that you cheer when the last anchor finally breaks their fall and they don’t die. There's a sliding scale of serious vs silly-but-awesome and the real answer to the question (in the cases where it'll actually be asked) should be based more on that than on a legalistic reading of two rules that pretty clearly weren't intended to meaningfully interact.
Edit: I suppose I should've said near-permanent, like a feat, class or magic item; my bad. Does the European right at large oppose abortion? Why does a blocking 1/1 creature with double strike kill a 3/2 creature? While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. This is just a houserule without any basis. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a -5 penalty. Is this homebrew race based on the Draco Volans lizard species balanced? I don't like that someone who can move twice as fast counts as just as capable at climbing as an actual climber, outside of the athletics checks which are usually pretty easy rolls. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. We appreciate any and all support! If you fall to the next anchor, it has a cumulative +1 chance of failing as well, meaning if you roll a 1 or 2, that anchor breaks and you fall to the next one. You know the history of climbing, from the horrible mountains that have devoured countless adventurers that actually turned out to be a tarrasque, to knowing the best place to go spelunking in that one cavern infested with kobolds.Investigation.
You ignore this extra cost if you have a climbing speed and use it to climb or a swimming speed and use it to swim. Sometimes, mundane obstacles can be very effective in getting your party working together and talking about sharing equipment and realizing that the wizard just cheats at everything in life.
To learn more, see our tips on writing great answers. In 5e, you can just climb and make it to the top of whatever you are climbing, no problem. What's the easiest way to get a climb speed that is not a potion of climbing? That is the Climber’s Kit.
Having a wall to climb every session could be annoying and tedious, but throwing in a wall as an obstacle a few times in a campaign can get people thinking creatively and at high levels they have so many ways of bypassing things of that nature that they can feel special and powerful when something that was challenging, is now just laughed about and easily overcome.
I’m a bit against that, climbing is hard and dangerous work, though some editions in the past went a bit overboard with how often you should roll for checks. If however a climb required only the use of your hands or only the use of your feet, then you could move 40 feet. @nick012000: Mountain goats are not particularly fast when climbing (compared to them running), and I interpret the extra movement to be intended to account for slower climbing (compared to running) in a given turn. In 5e, you can just climb and make it to the top of whatever you are climbing, no problem. Usually, when you're climbing or swimming, you expend 2 feet for every foot moved.