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[-] Yggnar@lemmy.world 89 points 9 months ago

You guys clearly forgot how hard it was to get up that rope in gym class.

[-] Zennyker@ttrpg.network 27 points 9 months ago

Nah, we know it's hard. But if failure has no consequence in a given scene, then why not skip over and just assume it was done?

[-] edgemaster72@lemmy.world 36 points 9 months ago

Pretty sure the consequence of failing to climb the rope is 1d6 bludgeoning damage per 10 feet fallen

[-] brianorca@lemmy.world 10 points 9 months ago

Failing to climb is not the same as falling off. I could safely go down a rope any day. But climbing more than a foot? Not happening.

[-] Maalus@lemmy.world 7 points 9 months ago

Then you get 1d6 dmg for every 10 foot fall. Which is 0, because you fell a foot.

[-] setsneedtofeed@lemmy.world 3 points 9 months ago

In boots it is quite easy (if time consuming) to worm your way up by wrapping the rope on one foot and stepping on it with the other.

[-] DarkDarkHouse@lemmy.sdf.org 9 points 9 months ago

Or cast Burning Hands as a bonus action

[-] HikingVet@lemmy.ca 12 points 9 months ago

Huh, I geuss I was an outlier being a skinny fuck with decent core strength, cuz the rope was easy when you paid attention to how you need put the rope around your feet.

[-] Siethron@lemmy.world 3 points 9 months ago

Yeah my scrawny ass flew up that thing then let go from to top to fall into the big fluffy mat

[-] JackbyDev@programming.dev 11 points 9 months ago

Am I an adventurer or a fucking high schooler?

[-] PM_Your_Nudes_Please@lemmy.world 10 points 9 months ago

When a 10 is your average stat and the wizard dumped Strength and Dexterity at 8, you can bet your ass they’d struggle to get up a rope. Think about how strong and nimble the average person is, and how much they would struggle. That’s a 10.

[-] Amir@lemmy.ml 0 points 9 months ago

10 is the average stat for an adventurer, not for an average human

[-] jounniy@ttrpg.network 4 points 9 months ago

Commoner has a 10 in every stat.

[-] flicker@lemmy.world 2 points 9 months ago

That's what I came here to say. I don't care how long you give me, I ain't haulin my dumpy ass up no rope.

[-] Rudee@lemmy.ml 74 points 9 months ago

I know I'm a downer sometimes, but those

"Roll to shake hands with the captain of the guard. [Nat 1] You slap him in the face. You're all arrested"

annoy me to no end. The point of rolling is to simulate the possibility of failure for difficult tasks, not for everything you ever do

[-] CobblerScholar@lemmy.world 48 points 9 months ago

Seems like it would be more prudent on a Nat 1 on a handshake would be like, "you forgot you just wiped your brow so your hand is sweaty and you grasp too early and too lightly, a look of discomfort and disgust crosses the guards face, you now have a disadvantage on all verbal checks with this guard from now on." That still really sucks but nobody is rolling for initiative there

[-] Damaskox@lemmy.world 5 points 9 months ago

Yeah - I like the idea that if a character's fundamental stat is (too) low, doing basic everyday tasks would get an increased difficulty to do it right/with success. Being it talking to someone, opening a door or getting out of bed.

[-] rickrolled767@ttrpg.network 3 points 9 months ago

I’ll admit that I’ve had my players do those kind of rolls from time to time. It’s usually either when they’re doing something with no consequences that can have a comedic moment or they choose to do something so far in left field that I almost feel the need to ask them to roll.

All in all though those dumb rolls have led to a lot of comedic moments that my players enjoy so I think a big part is how it’s used

[-] IGuessThisIsForNSFW@yiffit.net 2 points 9 months ago

I love XPtolevel3's newish video about this problem

[-] DontTreadOnBigfoot@lemmy.world 29 points 9 months ago* (last edited 9 months ago)

I've always liked this skill check reference guide.

It does put free climbing an unknotted rope at 15.

A knotted rope or a rope+wall to brace against is set at 5.

[-] Arkaelus@lemmy.world 1 points 9 months ago
[-] dabu@lemmy.world 5 points 9 months ago

Sir, this is from an official rulebook

[-] Arkaelus@lemmy.world 2 points 9 months ago

It is, indeed, but my hardcover doesn't lend itself well to link sharing:)) You bet I'ma steal every neat table I can find online!

[-] Jarix@lemmy.world 2 points 9 months ago

Humble bundle sometimes has rpg book bundles. Worth keeping an eye out for if you want to have a searchable digital copy for ease of use.

[-] Zoomboingding@lemmy.world 8 points 9 months ago

If you can take your time? No check.

If the ground is coated in oil and a kobold is about to throw a torch down from a higher level, and the cocky wizard is now struggling for his life, a moment that is vividly remembered three years later: absolutely make a check

[-] Jarix@lemmy.world 2 points 9 months ago

This was covered by taking 10 and taking 20 rules in various versions

Basically if there are no consequences for failure you will eventually succeed if you keep retrying. These rules were designed with "skills cant crit in mind" which ive noticed a lot of people dont know or just ignore

[-] rain@mlem.eldritch.gift 6 points 9 months ago

Well, if you can't beat the Level 1 DC, I don't think you should attempt to climb the rope. https://2e.aonprd.com/Rules.aspx?ID=554

[-] Kichae@lemmy.ca 2 points 9 months ago* (last edited 9 months ago)

Maybe the rope isn't a level 1 challenge, though. Maybe it's level 0, or level -1?

Or maybe is not a levelled challenge at all, innwhich case you need to be using a simple DC, not a levelled one.

[-] Tarcion@sh.itjust.works 5 points 9 months ago

I hate bounded accuracy so much. Although the crux of this issue is a DM asking for checks when the aren't really necessary. This is probably fine in combat but isn't really needed outside of that context.

[-] wahming 4 points 9 months ago

Is there a reason to think this isn't pf2e with unbounded accuracy? Lvl 10s just flying up the rope

[-] Tarcion@sh.itjust.works 3 points 9 months ago

I don't believe so. Climbing a rope in PF2E is typically DC15. As for flying up a rope at 10th level, I think the only characters doing that will be those who have heavily invested in both strength and the athletics skill.

Though if they've done both of those things and are 10th level, they probably should be flying up a rope. In this case that means spending 3 actions (their whole turn) to climb 30 feet of rope, assuming they started their turn in a position to climb the rope and don't need to use actions for anything else like stowing gear to have free hands. Seems pretty fine for incredibly strong and athletic seasoned adventurers.

this post was submitted on 22 Jan 2024
200 points (95.0% liked)

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