D&D 5E Escaping from (rope) bonds... What is your ruling?

Do you allow proficiency in Acrobatics or Sleight of Hand to apply when escaping rope bonds?

  • 1. No. Straight Dexterity check

  • 2. Yes. Acrobatics proficiency will help.

  • 3. Yes. Sleight of Hand proficiency will help.

  • 4. Yes. Either Acrobatics of Sleight of Hand proficiency will help.

  • 5. Yes. Other (please explain).

  • 6. No. Other (please explain).


Results are only viewable after voting.
Sure, but when the PHB actually lists "wriggle free of bonds" as an example of a Dexterity check where no "listed" skill applies, that sort of goes against the above philosophy IMO.

However, I do know what you mean.


Do you have a stat block for your "Living Rope"??? :D
Cr 3 x2. It uses @dave2008's Divine Action system, so the rope gets 7 Divine Actions a turn which it takes at the end of any creatures turn or on its turn. Most of these actions are written in wing dings, so please give me time to translate them.
 

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Most characters get so few skills, so if they are applicable, I side with allowing them as much use as possible.
How far do you let players go with their skills, though?

If a player whose PC has proficiency in Nature says, "I examine the rope fiber to try to determine what plant it is made from so I can more easily figure out how to get free," would you allow an Intelligence (Nature) check to perhaps grant them advantage on escaping? Or simply allow that check to allow them to escape?

I am all for working with players when it comes to skill use, but I gringe from the days of players trying to find any and all means to get an edge from "wonky" skill use.
 


How far do you let players go with their skills, though?

If a player whose PC has proficiency in Nature says, "I examine the rope fiber to try to determine what plant it is made from so I can more easily figure out how to get free," would you allow an Intelligence (Nature) check to perhaps grant them advantage on escaping? Or simply allow that check to allow them to escape?

I am all for working with players when it comes to skill use, but I gringe from the days of players trying to find any and all means to get an edge from "wonky" skill use.
Yeap... Thats a good question. Contextual is my answer. If they cant see the ropes (behind back) Id probably say no to the nature check.

I know some folks are not comfortable with a rulings over rules style so you have to feel it out. I see it as a give and take between player and GM. If one or the other isnt listening, than you might want to either stick to the rules or find another table. Seems extreme, but most of the time in my experience, a table can resolve it amongst themselves before calling it quits. YMMV.
 


I can easily see Sleight of Hand, the player would have to give me an example for Acrobatics as off-hand I'm not seeing it.

Or the character could try Athletics to break the rope.
 

I said Yes, Other because sure, either of those skills might help. But so might any number of other Proficiencies, or non skill based plans that the PCs come up with. "I rub the ropes against the steel studs on my armor until they fray" or "I throw myself to the ground, breaking the chair, so I can get loose." That is to say, this is one of those genre trope actions that really asks the GM to be open minded for solutions.
 

I said Yes, Other because sure, either of those skills might help. But so might any number of other Proficiencies, or non skill based plans that the PCs come up with. "I rub the ropes against the steel studs on my armor until they fray" or "I throw myself to the ground, breaking the chair, so I can get loose." That is to say, this is one of those genre trope actions that really asks the GM to be open minded for solutions.
Yeah, if getting out of the binds this second is important ill ask for a skill check. If its not, it just happens.
 

What the player is doing represents how they are trying to get out.

Will I allow Sleight of Hand? Are they DOING something narratively with Sleight of Hand that could get them out? Then sure.

Will I allow Athletics (hey, that's not an option. Tough.) Are they DOING something narratively with Athletics that could get them out? Then sure. It will likely have a different DC, but that could be true even of two different approaches using the same skill but in different ways.

Will I allow Performance? Are they DOING something narratively with Performance that could get them out? I'm highly skeptical, but it's a heroic fantasy game, go for it.

In other words if narratively a skill or tool is being used, then the skill or tool proficiency counts. DC is determined by how hard what they are trying to do is, knowing the context (quality of bonds, etc.).

This is basic play cycle, I'm unsure the purpose behind asking if people can use skills. If they are using the skill, yes. If they aren't using the skill, no. Are you asking "can a character come up with something that makes sense to get them out with that skill?", the answer is likely -- see what your characters come up with.
 

I think the most proper skill to use (other than a straight Dex check) is actually Athletics. Among other things, this is based off the fact that Athletics is one of the skills granted by the Sailor background, and that's the profession that should probably be most closely associated with rope handling.
 

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