Maxperson
Morkus from Orkus
I would agree if it were "just to get at a PC" but this isn't causing any harm, right? It's just...funny.
Of course, the problem here may be that I can't imagine finding the whole wedgie-a-stranger-in-a-bar thing to be anything but an annoying waste of time in the first place, so maybe my sense of humor just doesn't extend here.
This is really group dependent. My players have always loved to just do things that people do, even if those things have nothing to do with the game. Sometimes they go to the bar to pick someone up. Sometimes to see if there is anyone gambling or just to play a game of darts. While I've never seen a wedgie happen, I suppose a practical jokester type might try it sometime. These things are not a waste of time and space if the players enjoy them. The game's primary goal is enjoyment.
Anyway, getting back on topic, in tonight's session the DM (who in generally called for lots of exactly the sort of "skill checks" we've been discussing) called for a Survival check to determine how well we tied knots on defeated opponents.
This is an interesting one (for me). How do you determine if the knots prevent the captives from successfully escaping after you're gone? Let's say the consequence of failure is that the captives are going to attack the players in the middle of a later combat. I suppose you could, in the middle of that combat, suddenly ask the relevant player to make an ability check to see how well the knots were tied. Everybody says, "Uh-oh", and if the check fails the former captives burst in.
But if the check succeeds they now know the knots are fine, and the captives are still secure. I don't love that because I'd rather have the players continue to wonder/worry about it. I mean, it's not the end of the world if they find out, but not my preference.
So it's kind of like the examples where the characters perform a task with competence...forgery or stealth or whatever...and you only roll at the point where they would find out if they were competent enough, except that in this case if the succeed they still wouldn't actually know the outcome.
Thoughts?
I have a few thoughts.
First, a knot. successful or not, doesn't prevent a captive from escaping. It's just one obstacle to escape. Even if the knots work, the captives might be able to scoot back to back and undo each others knots. Someone else might walk in and free them. One might be strong enough to break the rope. And so on.
Second, I would have them roll when the knots are tied, not later on. There's no point in trying to keep the players in the dark about whether the attempt is successful or not. They're going to find out unless you roll for them or have them roll behind the screen.