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<blockquote data-quote="Imaro" data-source="post: 8267981" data-attributes="member: 48965"><p>Ok yeah we just aren't going to see eye to eye on this...I am never going to argue we need a "Use Rope" skill. Tying knots however is about knowing how to do it and it's an action so (attribute check)... so Int check (probably modified by survival but might be persuaded to let another skill sub in) the result of the check then sets the DC for someone to slip out of it? Seems simple enough.</p><p></p><p></p><p></p><p>See I prefer this approach to codification. I pick what I want to be a part of my game's particular exploration and let the rest fall by the wayside. Is it really unclear how things work when the game is taken as a whole?</p><p></p><p></p><p></p><p>Or you could assemble it into a process that you continuously use in every game.</p><p></p><p></p><p></p><p>If I fall... get burned...run afoul of traps...am hurt in general due to weather or terrain...and so on it affects hit points, it applies a certain damage type (fire is a different type from acid) and healing becomes a part of it. How can you run exploration without these things? Especially in a world where a PC or NPC could easily have resistance or immunity to certain damage types?</p><p></p><p></p><p></p><p>This just isn't true... nearly everything I listed has mechanics that back it up in the DMG... look it up.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8267981, member: 48965"] Ok yeah we just aren't going to see eye to eye on this...I am never going to argue we need a "Use Rope" skill. Tying knots however is about knowing how to do it and it's an action so (attribute check)... so Int check (probably modified by survival but might be persuaded to let another skill sub in) the result of the check then sets the DC for someone to slip out of it? Seems simple enough. See I prefer this approach to codification. I pick what I want to be a part of my game's particular exploration and let the rest fall by the wayside. Is it really unclear how things work when the game is taken as a whole? Or you could assemble it into a process that you continuously use in every game. If I fall... get burned...run afoul of traps...am hurt in general due to weather or terrain...and so on it affects hit points, it applies a certain damage type (fire is a different type from acid) and healing becomes a part of it. How can you run exploration without these things? Especially in a world where a PC or NPC could easily have resistance or immunity to certain damage types? This just isn't true... nearly everything I listed has mechanics that back it up in the DMG... look it up. [/QUOTE]
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