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Does anyone have any recommendations for games with good subsystems for climbing and jumping?
I really want to do a Tomb Raider inspired dungeon where falling and sprint-or-die collapse setpieces are important. Ideally, where those elements are so important it'll affect the choices of armour and equipment everyone takes.
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>>96900996
So multiple players? I don't know if you'd call it a subsystem but there are horse racing dice games that could be adapted into sprinting, especially if you are considering it a contest (ie a race) for loot and survival. My thought is if I were going to adapt the dice game, each player would be a horse, but the imminent danger would also be a horse, albeit trailing behind at first, the players get a head start. Then if the imminent danger, the thing they are running from, catches up to a player...whoops they're dead.
This wouldn't play out like a FAST ASS sprint, it would be like a movie, sprint in slow motion kind of thing. Whether it's fun or not who knows.
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>>96900996
I honestly don't see the point... Either players can climb something - which leads them to advance in the dungeon - or they can't and need to find another way. What does your game gain by putting whether players can take a specific path or bot in the hands of a die roll? It just puts a bigger burden on (you), the dungeon designer, to decide which paths can be taken by climbing and what alternatives the players have if they fail the check

Better keep it as flavor rather than trying to make it into an established mechanic



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