I have been reading over the falling rules in Pathfinder and one thing that is unclear to me is how falling damage works between 10ft intervals. Is it that everything up to the first 10ft takes 1d6 damage and then 10ft to 19ft11in takes 2d6? Or do you take no damage falling the first 9ft11in and then take 1d6 for 10ft to 19ft11in? Or is it something else like it is no damage for the first 4ft11in, then 1d6 for 5ft to 14ft11in. The last one makes the most sense to me, but is also least in line with normal mechanics.
Since players climb at 1/4 their movement speed, this seems pretty relevant since someone in heavy armor is probably only climbing at 5ft per round with big minuses to their check. This would make the difference for them between fumbling around for a long time to finally get up that 10ft ledge vs giving up trying before they kill themselves.
Not required information for an answer, but in case you are curious:
I need a RAW answer for this because I am using it for part of a simulation I am doing. I want to look at how dice rolling mechanics effects outcomes for common tasks in different scenarios. Right now I am running a "Climb or Death" scenario where the character climbs until they get to the top or dies of falling damage and seeing how various things effect the chances of them getting to the top. Currently, the character takes no falling damage until 10ft. Some of my simulations where the character moves very slowly (20ft per round movement so 5ft climb) and they need a high check to climb, the character is taking thousands of rounds to repeatedly get up high enough that they can finally fall to their death, even if they only have 10 hp. That seems odd, but maybe just because I have never played with anyone stubborn enough to try and climb 10ft 1000 times.