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Does Rope Trick Heal?
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<blockquote data-quote="Jester David" data-source="post: 7544341" data-attributes="member: 37579"><p>Calling out game mechanics... inside game mechanics... breaks immersion?</p><p></p><p>Then you would say that <em>catnap</em> from <em>Xanathar's Guide to Everything</em> unnecessarily breaks immersion? That <em>rope trick</em> couldn't have done the same thing?</p><p></p><p></p><p>It doesn't take much to add one. Or they could have made it two hours. Ninety minutes. </p><p></p><p>Having it be exactly an hour (and thus people spend <1 hour in the <em>rope trick</em>) while a short rest is => an hour leads to a small bit of confusion. If the intent was to have the <em>rope trick</em> serve as a safe place for a short rest, it fails and is an example of bad design.</p><p></p><p>Because even IF the entire party is adjacent to the wizard when they cast the spell, the <em>rope trick</em> lasts 1 hour ended after the wizard's 100th. To get into the<em> rope trick</em>, assuming the PCs can get in on a single turn still, means they're climbing after the wizard and beginning the short rest the turn after the wizard cast the spell. So when the spell ends, everyone still has 1 turn left before their short rest is complete and has not exited the <em>rope trick</em>, which ends, ejecting them in mid-air and potentially causing falling damage. </p><p>That's terrible, <em>terrible</em> design. And I choose to believe the designers didn't plan that or make such an error. </p><p></p><p></p><p>There's also nothing in the text that says the rope is effortless to climb, that is something you're adding. </p><p></p><p>Could you climb a rope in gym class without effort? Because that's what that is: climbing a freestanding rope up to 60 feet high. </p><p>The rope in gym class is a textbook challenge and not an easy task. It should require a check.</p><p></p><p></p><p>Are there even rules for knotting a rope in 5e? Is that even mentioned in the PHB? </p><p></p><p></p><p>But a safe one. The game cannot assume there will be a wall.</p><p></p><p></p><p>Says you. </p><p>The average person is Strength 10. How many people can do one chin up? Let alone pull themselves up a rope. </p><p>Can the Str 8 wizard do it?</p><p>On the clock and while under pressure? </p><p></p><p>3e says it would be a DC 20 Climb check. It would be fair to drop it down to DC 15 Strength (Athletics) or even DC 10. But that still means a wizard might fail 50% of the time. </p><p></p><p></p><p>Except this whole discussion is literally about adding something that isn't there: short rests and the assumption the spell is intended solely to be used for that purpose. Despite the fact the spell was in existence for 35 years before short rests were a thing and it functions largely identically to how it did in those editions.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7544341, member: 37579"] Calling out game mechanics... inside game mechanics... breaks immersion? Then you would say that [I]catnap[/I] from [I]Xanathar's Guide to Everything[/I] unnecessarily breaks immersion? That [I]rope trick[/I] couldn't have done the same thing? It doesn't take much to add one. Or they could have made it two hours. Ninety minutes. Having it be exactly an hour (and thus people spend <1 hour in the [I]rope trick[/I]) while a short rest is => an hour leads to a small bit of confusion. If the intent was to have the [I]rope trick[/I] serve as a safe place for a short rest, it fails and is an example of bad design. Because even IF the entire party is adjacent to the wizard when they cast the spell, the [I]rope trick[/I] lasts 1 hour ended after the wizard's 100th. To get into the[I] rope trick[/I], assuming the PCs can get in on a single turn still, means they're climbing after the wizard and beginning the short rest the turn after the wizard cast the spell. So when the spell ends, everyone still has 1 turn left before their short rest is complete and has not exited the [I]rope trick[/I], which ends, ejecting them in mid-air and potentially causing falling damage. That's terrible, [I]terrible[/I] design. And I choose to believe the designers didn't plan that or make such an error. There's also nothing in the text that says the rope is effortless to climb, that is something you're adding. Could you climb a rope in gym class without effort? Because that's what that is: climbing a freestanding rope up to 60 feet high. The rope in gym class is a textbook challenge and not an easy task. It should require a check. Are there even rules for knotting a rope in 5e? Is that even mentioned in the PHB? But a safe one. The game cannot assume there will be a wall. Says you. The average person is Strength 10. How many people can do one chin up? Let alone pull themselves up a rope. Can the Str 8 wizard do it? On the clock and while under pressure? 3e says it would be a DC 20 Climb check. It would be fair to drop it down to DC 15 Strength (Athletics) or even DC 10. But that still means a wizard might fail 50% of the time. Except this whole discussion is literally about adding something that isn't there: short rests and the assumption the spell is intended solely to be used for that purpose. Despite the fact the spell was in existence for 35 years before short rests were a thing and it functions largely identically to how it did in those editions. [/QUOTE]
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