IliciLabs
A fictional game master points to a model wall beside a pawn and laptop; AI-generated illustration.
AI-generated image; illustrative scene.

The wall rises ten feet: count the climbing cost in DMGrid

Climbing a ten-foot wall can cost twenty feet of movement: under D&D 2024, each foot climbed costs one extra foot unless you use a Climb Speed that removes that cost. In DMGrid, prepare the scene’s height and the table’s agreed calculation. Moving a token on the map does not by itself resolve that rule.

There are two questions: how far the character must climb and how much movement they must spend. A ten-foot wall does not become taller because climbing costs more.

One turn with an approach and a climb

Original example: Speed 30 feet, no Climb Speed, no Difficult Terrain and no other modifiers. The character walks 5 feet to the wall’s base and climbs 10 feet.

  • Approach: 5 feet of distance and 5 feet of movement spent.
  • Climb: 10 feet of vertical distance, costing 20 feet of movement.
  • Total spent: 25 feet, leaving 5 of the available 30 in this example.

Do not record that the character climbed twenty feet. Twenty is the cost of that part, rather than the height reached. Do not leave fifteen feet of movement by counting the climb as ordinary walking either.

The primary Climbing rule explains the additional cost and the exception when using a Climb Speed. Turn movement is described in Playing the Game.

Prepare the wall in your DMGrid scene

DMGrid provides a tactical map, distance ruler, tokens and campaign/session notes. Use those tools to retain the information your table needs:

  1. Define the wall’s height in the scene description or notes.
  2. Separate the horizontal approach from the climb; do not infer height from a top-down drawing.
  3. Check the character’s actual Speed and features.
  4. Agree with the DM which costs and checks apply.
  5. Record the position reached and remaining movement after resolution.

We do not attribute an automatic climbing tool, three-dimensional calculation or drag-triggered character-sheet change to DMGrid. You review the rule calculation yourselves.

When the calculation changes

If the character has and uses a Climb Speed, they ignore the additional climbing cost specified by the rule. You must still check available movement and any other relevant effects or conditions. Do not copy the example’s twenty-foot cost without checking the case.

A slippery surface or one with few handholds may require a check at the DM’s discretion. Sufficient movement alone does not establish that the climb is resolved. Do not confuse this calculation with Difficult Terrain costs, which need their own check when present.

Keep height and cost separate

A useful example note would be “At the top of the wall, ten feet high; spent five approaching and twenty climbing; five remain.” That keeps fictional position separate from the turn’s resource.

DMGrid is a paid Windows beta for preparing and running in-person campaigns. Review its public product facts and scope before buying. It does not offer browser multiplayer rooms or promise to automate this resolution.