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.
That scenario description in 46 was relevant because in 38 you mentioned not being able to see a scenario where players could be given agency to take action yet still be unable to do anything & it pointed out just such a scenario described in the video where the party decided to take action with an impossible to predict every man for themselves mindset that left someone trapped rather than working as a group.
We're definitely talking past each other.
 

log in or register to remove this ad

The latter is probably a two or three step, I would probably rule. Athletics (Con) to dislocate, then Acrobatics (Dex) to actually slip out. Maaaaybe a Con save to avoid damage relocating the shoulder afterwards?

...Or, spend a HD to dislocate, then the Acrobatics (Dex) check?
See, dislocating is damage. Then hit dice to heal the damage and put the shoulder back in. :P

But seriously, what you suggest works as well. There's no correct way to rule something like this. Even the purists who only allow it as a straight dex or str check aren't wrong.
 

See, dislocating is damage. Then hit dice to heal the damage and put the shoulder back in. :p

But seriously, what you suggest works as well. There's no correct way to rule something like this. Even the purists who only allow it as a straight dex or str check aren't wrong.
Pretty sure that I'd be more amenable to someone earing or cutting off the entire arm with the intention of regrowing with regenerate or replacing it with a prosthetic than dislocating joints. You get regular reminders that the joints don't reconnect quite right after coming apart that first time.
 

Pretty sure that I'd be more amenable to someone earing or cutting off the entire arm with the intention of regrowing with regenerate or replacing it with a prosthetic than dislocating joints. You get regular reminders that the joints don't reconnect quite right after coming apart that first time.
That's more realism than I'm into, but I do know what you mean. A guy in my group who I have known since junior highschool popped his kneecap out in either junior high or early in high school. It then popped out a few times a year after that.
 

That's more realism than I'm into, but I do know what you mean. A guy in my group who I have known since junior highschool popped his kneecap out in either junior high or early in high school. It then popped out a few times a year after that.
Not so much for the realism as the fact that I don't want d&d focusing my brain on past dislocations 😱
 




Straight dexterity check to slip out of the ropes, but I'd allow a sleigh of hand check while being tied up to make the up-tier believe that the rope is securely tied when it's not.
 

Remember, the 6 D&D attributes are trash for actually simulating anything about real world human capabilities.
They have been watered down in many ways, but IME they actually can cover every thing, if properly and broadly defined, comprised of multiple elements.

Dexterity, for example, throughout the editions includes these elements:

In 1E: hand-eye coordination, agility, reflexes, precision, balance, speed of movement
In 2E: hand-eye coordination, agility, reaction speed, reflexes, balance
In 3E: hand-eye coordination, agility, reflexes, balance
in 4E: hand-eye coordination, agility, reflexes, balance
In 5E: agility, reflexes, balance

Elements which are missing but often appear in other games include: bodily grace and flexibility, and probably many others which could comprise "dexterity". But with each edition more elements were removed...

Other ability scores have shifted parts of their meaning from one ability score to a different one, which for people playing from one edition to another might have confusion.

If we examine a definition for each element currently in 5E:

Agility: the power of moving quickly and easily; nimbleness
Reflexes: a sudden, automatic reaction to something
Balance: the ability to retain a state of equilibrium or equipoise

and for Dexterity: flexibility, ease, and speed in the use of the hands or body

Now, if you follow definitions deeply enough, agility would include flexibility and bodily control, so what contortionists would use IMO.

Their only fault IME is they don't distinguish beween their elements when a person, creature, whatever has a particular score. They lack granularity. Is a creature with DEX 20, with a +5 modifier, super agile, have great reflexes, or phenomenal balance? Is it great at all three? Could a creature with DEX 14 effectively be agility +1, reflexes +0, and balance +5, for an average of +2, does it have to be +2 across the board??
 

Remove ads

Top