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DM's: How Do You Deal with Rope Trick?
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<blockquote data-quote="nute" data-source="post: 723408" data-attributes="member: 10607"><p>Rope Trick has a number of fun uses. As I tend to interpret the rules, it creates a small extradimensional space (technically, would this be its own demiplane?), accessible from a 3'x5' portal, oriented parallel to the ground, only visible from inside the space.</p><p></p><p>Now, it depends on how your campaign runs for this to be used. If a party casts it to have a safe place to sleep outside - that's close to the intended use. Note - it's not a COMFORTABLE place to sleep. No beds, no air conditioning, kind of cramped. </p><p></p><p>If they're using it for resting between areas in a dungeon - that's where good DMing and tactics come into play. Say that the party has a knock-down drag-out battle with some 15th level kobolds, they win but wind up at an average 2HP apiece. </p><p></p><p>The party asks their wizard to cast Rope Trick, letting them all remain safe while the cleric rests, renews his spells, and can cast a Mass Heal tomorrow. Seems safe and logical.</p><p></p><p>However - what's to say that the rest of the monsters in the dungeon won't come across the remains of the battle? Unless your monsters loyally stay in the exact spots they're assigned, it's not unlikely for a wandering monster/guard to figure out "Hey, lots of dead kobolds. Hmm. What did 'em in?" and call a bunch of his buddies. </p><p></p><p>Hesitation in a hostile area is ALWAYS a way to put yourself at a disadvantage tactically. Any dungeon/enemy keep/haunted forest should be considered "behind enemy lines". If you're going to sit still and assume the enemy's going to give you time to hide and recuperate once they know you're there -- well, depending on the DM, you could have some nasty surprises waiting when you come out of RopeSpace.</p><p></p><p>1) The aforementioned bonfire. </p><p>2) a Darkness spell.</p><p>3) Glyph of Warding. </p><p>4) For simpler monsters - this logic: if the portal remains open, the party can still be detected by scent. Buncha barking hellhounds under the portal should disrupt the cleric's rest well enough.</p><p></p><p>No spell or ability of the players is insurmountable. Remember, flaming oil is a simple tactic that can never fail to amuse, and Harm can be countered by Summon Vermin. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>~M.</p></blockquote><p></p>
[QUOTE="nute, post: 723408, member: 10607"] Rope Trick has a number of fun uses. As I tend to interpret the rules, it creates a small extradimensional space (technically, would this be its own demiplane?), accessible from a 3'x5' portal, oriented parallel to the ground, only visible from inside the space. Now, it depends on how your campaign runs for this to be used. If a party casts it to have a safe place to sleep outside - that's close to the intended use. Note - it's not a COMFORTABLE place to sleep. No beds, no air conditioning, kind of cramped. If they're using it for resting between areas in a dungeon - that's where good DMing and tactics come into play. Say that the party has a knock-down drag-out battle with some 15th level kobolds, they win but wind up at an average 2HP apiece. The party asks their wizard to cast Rope Trick, letting them all remain safe while the cleric rests, renews his spells, and can cast a Mass Heal tomorrow. Seems safe and logical. However - what's to say that the rest of the monsters in the dungeon won't come across the remains of the battle? Unless your monsters loyally stay in the exact spots they're assigned, it's not unlikely for a wandering monster/guard to figure out "Hey, lots of dead kobolds. Hmm. What did 'em in?" and call a bunch of his buddies. Hesitation in a hostile area is ALWAYS a way to put yourself at a disadvantage tactically. Any dungeon/enemy keep/haunted forest should be considered "behind enemy lines". If you're going to sit still and assume the enemy's going to give you time to hide and recuperate once they know you're there -- well, depending on the DM, you could have some nasty surprises waiting when you come out of RopeSpace. 1) The aforementioned bonfire. 2) a Darkness spell. 3) Glyph of Warding. 4) For simpler monsters - this logic: if the portal remains open, the party can still be detected by scent. Buncha barking hellhounds under the portal should disrupt the cleric's rest well enough. No spell or ability of the players is insurmountable. Remember, flaming oil is a simple tactic that can never fail to amuse, and Harm can be countered by Summon Vermin. :) ~M. [/QUOTE]
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