D&D 5E I'm the DM and a player is trying to abuse the Immovable Rod. Advice?

The real problems require two.
What "real problems"? I've run a campaign which included half a dozen, and I saw no problems, so I would really be interested to find out what kind of problems I just lucked out of.
No it does not. It merely means that I'm not inclined to indulge those that try to cast suspicion on me, or state outright they do not trust me.
"Cast suspicion" on you? Is that how you interpret someone asking you to explain, beyond saying "trust me", how or why your findings contradict their own?

And there is a big difference between someone stating outright that they do not trust you (which hasn't happened in this thread), and someone telling you that "trust me" isn't enough explanation for them to ignore their opinion formed by their experiences to date and adopt your opinion (which is what happened in this thread).
 
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The "being swallowed and then activating" happened in Pathfinder, and you weren't prevented from taking actions while swallowed in Pathfinder.

Hmm, interesting. I wasn't able to find a lot of "edition specific" commentary about Immovable Rods. So I'm really not sure how it differs. I remember in 4E you took crushing damage, but were otherwise free to move about.

Still these seem like awfully obvious abuses. The desire to want to use any of them seems founded in nothing more than wanting to cause headaches for your DM. Which is of course, the problem: players who want to cause trouble, who want to play an antagonistic game against the DM. Now some of that might of course stem from having an antagonistic DM that too, is a problem. But you don't solve a problem by creating another problem....unless that problem is made of anti-matter and thus, when it encounters the first problem, they cancel each other out of existence...but I think that's more of a metaphor for challenging your DM to a duel to the death...which probably won't help things much.
 

TL;DR

First: The Immovable Rod with the hammer head attached is not longer a immovable rod... any alteration to the rod damages it and make it a normal rod.

Second: Attacks are not individual "actions". Meaning during your Main Action you are making a attack in which you might get multiple attacks. If you activate the rod using your action, you give up your attacks.

I can come up with more points but there must be many who have covered this already.
 

The problems aren't with the action economy, or made-up ways to auto-kill foes; it's with the potential to abuse the "game engine" to use videogame language.

That you can use two rods to climb any distance is hopefully obvious, granting you a slow but sure way of reaching any height and pass over any obstacle. Barring a doorway becomes easy, when the door or gate won't budge no matter what.

That having rods encourage you to think about the world in ways it really can't handle is perhaps less so. Rods enable you to put great weights above where a monster is expected to appear. Then the DM must wrestle with unwelcome mixes between game data (such as hp damage) and common sense expectations (such as the expectation that no matter the monster, it will be crushed by a large boulder falling on top of it). Then you can use a rod to utterly wreck something large travelling towards it (like how space dust wrecks space ships) - abusing how D&D isn't set up to handle real-world physics such as potential, mass and acceleration. The "get swallowed, then leave an activated rod inside the monster" strategy is just one such manifestation of the unwelcome invitation to mix gameplay with engine physics.

Then comes the block and tackle engineering, where your player could start reasoning you could set up counterbalances or other contraptions to project immense amounts of force. And the worst part is, he would be right. Being able to have two fixed points in space that will never yield really opens the pandora's box of abuse.

I'm getting a headache just by thinking about it :(
 

Yeah, I find magic items can often be a pain in the neck to the GM and many of them can make interesting challenges pointless. I would certainly not recommend starting characters off with magic items in 5e, not at all. I am not going to tell others not to do so though, or pretend that there is no way for it to work well.

The immovable rods in 5e RAW and with reasonable rulings are fine AFAIK,

It is also worth mentioning that it takes an action to disable the device, so for something like climbing with two of them that would be quite a feat and slow going, probably requiring checks, compared to say just a single "broom of flying" that is also uncommon and does cool stuff.
 

Oh. I just figured out how to climb with two immovable rods.

You tie rope ladders to each of them. Then hanging off the one rod, you reach up farther to place the second on above. You then transfer to that second rod's ladder, grab the first r9d and climb up to the top, where you reach up and place that first rod above the second.

As DM, I wouldn't even require a check for this . . . Well, maybe a Constitution check if you're using it as a rope ladder to heaven, or a Strength check if that songbird who sings (sometimes all of our thoughts are misgiven) flies into your hair.
 

Hmm, interesting. I wasn't able to find a lot of "edition specific" commentary about Immovable Rods. So I'm really not sure how it differs. I remember in 4E you took crushing damage, but were otherwise free to move about.

No difference in the immovable rod, really. It's just that, in PF, you could do things while swallowed whole. You had some restrictions, but you could drop an object, and you could cast spells, possibly, with concentration checks. (Which you could be built for being good at.)

Still these seem like awfully obvious abuses. The desire to want to use any of them seems founded in nothing more than wanting to cause headaches for your DM.

See, this is where I don't understand your position at all. The GM loved it. Because it's the kind of thing that makes for more interesting storytelling than "and then we do more points of damage". I can't see why it would be viewed as a "headache", or as "antagonistic play". This kind of thing is why we're playing D&D, and not a board game with a completely fixed rule set and no need for GM calls as to how things work out; so we can do interesting things and have cool things happen.
 

The problems aren't with the action economy, or made-up ways to auto-kill foes; it's with the potential to abuse the "game engine" to use videogame language.

That you can use two rods to climb any distance is hopefully obvious, granting you a slow but sure way of reaching any height and pass over any obstacle. Barring a doorway becomes easy, when the door or gate won't budge no matter what.

That having rods encourage you to think about the world in ways it really can't handle is perhaps less so. Rods enable you to put great weights above where a monster is expected to appear. Then the DM must wrestle with unwelcome mixes between game data (such as hp damage) and common sense expectations (such as the expectation that no matter the monster, it will be crushed by a large boulder falling on top of it). Then you can use a rod to utterly wreck something large travelling towards it (like how space dust wrecks space ships) - abusing how D&D isn't set up to handle real-world physics such as potential, mass and acceleration. The "get swallowed, then leave an activated rod inside the monster" strategy is just one such manifestation of the unwelcome invitation to mix gameplay with engine physics.

Then comes the block and tackle engineering, where your player could start reasoning you could set up counterbalances or other contraptions to project immense amounts of force. And the worst part is, he would be right. Being able to have two fixed points in space that will never yield really opens the pandora's box of abuse.

I'm getting a headache just by thinking about it :(

None of this sounds like a problem to me. Yes, you can go up any distance, slowly and painstakingly, with immovable rods. And... so?

Also, note that it's not "door won't budge no matter what". It's a strength check. Those can be made...
 

...
That you can use two rods to climb any distance is hopefully obvious, granting you a slow but sure way of reaching any height and pass over any obstacle. Barring a doorway becomes easy, when the door or gate won't budge no matter what.

No, the rod won't move unless something makes a DC30 strength check or exerts 8000 pounds of force. That doesn't at all mean the door or gate won't budge, it could be pulled away or otherwise destroyed without moving the rod. That is pretty mundane compared to a lot of spells and magic items.

...
That having rods encourage you to think about the world in ways it really can't handle is perhaps less so. Rods enable you to put great weights above where a monster is expected to appear.

Wait, you don't let players set traps? The rods make them quicker to create and some new possibilities but that's all.

Then the DM must wrestle with unwelcome mixes between game data (such as hp damage) and common sense expectations (such as the expectation that no matter the monster, it will be crushed by a large boulder falling on top of it).

That is some really simple on the fly rulings typically, just call it a trap and give it a saving throw if it falls for it, or even an attack roll in some cases.

Then you can use a rod to utterly wreck something large travelling towards it (like how space dust wrecks space ships) - abusing how D&D isn't set up to handle real-world physics such as potential, mass and acceleration.

DC30 strength check or 8000 pounds of force, and... not seeing it. Sure it can stop a wagon in it's tracks but so can a large iron bar in the road, or a boulder, or a pit.

The "get swallowed, then leave an activated rod inside the monster" strategy is just one such manifestation of the unwelcome invitation to mix gameplay with engine physics.

And it's fine, the PC is obviously putting their life at risk by jumping into the gullet of a creature large enough to swallow it whole. The creature need not allow this any more than a character with any other sort of magical items or non-magical contraptions that could cause it a world of hurt if inside it's stomach. How does the character get out, after all it doesn't kill the creature, huge gamble that the GM has to allow in the first place by swallowing the PC whole. Then, obviously, the monster can simply move itself off of the rod, after all if it swallowed the rod and a player, it can fit back out.

Then comes the block and tackle engineering, where your player could start reasoning you could set up counterbalances or other contraptions to project immense amounts of force. And the worst part is, he would be right. Being able to have two fixed points in space that will never yield really opens the pandora's box of abuse.
...

Remember, in 5e it is "immovable" in name only, the rods are in no way essential to what you are describing.
 
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I'm glad you decided to offer up some explanation.
That you can use two rods to climb any distance is hopefully obvious
Doesn't seem like a problem to me. There is still the matter of the time it takes to climb via rods, and the matter of balance upon the rod should you try to stand on one while moving the other rather than be in a constant state of hanging one-handed from one rod or the other.
Barring a doorway becomes easy, when the door or gate won't budge no matter what.
That's an overstatement of the properties of a rod - forcing it to hold more than 8,000 pounds causes it to deactivate, and it can be moved with a DC 30 strength check besides that. This may have been different in prior editions, but I'd expect anyone to agree with me when I say that advice based on prior-edition rules shouldn't be taken without considering any differences in the present rules.

Rods enable you to put great weights above where a monster is expected to appear.
Not without some way to move those great weights in the first place, and I'm not sure exactly how a rod-enabled boulder drop is any different from a hill nearby enabled boulder drop - since both require the boulder (by which I mean whatever great weight is to be dropped), a way to get it into position, and someone in position to enact the drop.

Then the DM must wrestle with unwelcome mixes between game data (such as hp damage) and common sense expectations (such as the expectation that no matter the monster, it will be crushed by a large boulder falling on top of it).
There is no "must" here. A DM can choose not to do any wrestling here at all, which is what I do, and just say to their players "This is a game, not a physics simulation designed to test these theories - so we are just going to apply the game rules that cover the situation, and that's it."

...abusing how D&D isn't set up to handle real-world physics such as potential, mass and acceleration.
I believe the issue is attempting to apply real-world physics to the game at all, rather than that doing so with an immovable rod creates undesired outcomes.
Being able to have two fixed points in space that will never yield really opens the pandora's box of abuse.
Again, in the 5th edition rules, immovable rods do have conditions under which they yield.
I'm getting a headache just by thinking about it :(
I've got no headache at all, and I read all your suggestions in the mindset that you were a player at my table devising plans of what to do with the stock of immovable rods your character had just gotten their hands on.
 

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