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*Dungeons & Dragons
Does Rope Trick Heal?
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<blockquote data-quote="MaximusArael020" data-source="post: 7544145" data-attributes="member: 6923864"><p>I'm a little torn on the "Short Rest" part of the argument. To answer the OP specifically, no Rope Trick does not heal. Healing <em>can</em> take place (potentially) after using Rope Trick, but the spell does not in and of itself heal, so...I guess that answers that.</p><p></p><p>As for the Rules as Written, I would say that if a Short Rest is at least 1 hour long, and Rope Trick lasts one hour, but takes some non-zero amount of time to enter the space, then by default a Short Rest cannot take place inside of the Rope Trick pocket. By the rules it would be technically impossible to gain a Short Rest by using Rope Trick unless it instantaneously teleports you inside of the extradimensional space. </p><p></p><p>As for the "You can use a 3' rope instead of 60' so you don't have to climb," I agree 100%. However if this is done in a combat situation, it is very likely enemies would notice people disappearing into nothingness while crouching then jumping in a certain spot, and depending on what the enemy is they would probably be able to figure out what's going on. Rope Trick never specifies that the creatures must be allowed into the space. That's the whole point of being able to pull the rope up: to deny entry. If the hole is 3' off the ground or whatever, then any orc or Mad Mage or whoever can just walk over and stick their head up into the space. Surely this opens them up to attack, but depending on HP they could certainly get into the space or cast a spell/use an attack while standing up into the space created. </p><p></p><p>Another question is What happens when the space exceeds carrying capacity? Is it like a Bag of Holding and bursts, releasing its contents? Or is there simply just no additional room for more than 8 creatures and any more physically cannot fit? If it's the first, then if 3 or 4 or so enemies jump into your 3' rope trick space, the spell would end and you would assuredly not get a Short Rest. If the second, well you just better hope no one sticking their head up into the space can cast "Fireball" or anything else that does a significant AOE damage, otherwise your less-than or equal to 8 member party is in big trouble.</p><p></p><p>In summary, I guess I would probably hand-wave the fact that as written it is impossible to get a Short Rest out of Rope Trick, as I feel that it is probably what it was designed for, and say a Short Rest, instead of being EXACTLY 1 hour is just around 1 hour, so 55 minutes of resting gains the benefits of a Short Rest. I don't think that would be breaking the game, but I could be wrong. However in combat against intelligent enemies (or unintelligent enemies with a good sense of smell that stand over 3' tall) I would say casting the 3' version of Rope Trick to get a Short Rest could be...problematic.</p></blockquote><p></p>
[QUOTE="MaximusArael020, post: 7544145, member: 6923864"] I'm a little torn on the "Short Rest" part of the argument. To answer the OP specifically, no Rope Trick does not heal. Healing [I]can[/I] take place (potentially) after using Rope Trick, but the spell does not in and of itself heal, so...I guess that answers that. As for the Rules as Written, I would say that if a Short Rest is at least 1 hour long, and Rope Trick lasts one hour, but takes some non-zero amount of time to enter the space, then by default a Short Rest cannot take place inside of the Rope Trick pocket. By the rules it would be technically impossible to gain a Short Rest by using Rope Trick unless it instantaneously teleports you inside of the extradimensional space. As for the "You can use a 3' rope instead of 60' so you don't have to climb," I agree 100%. However if this is done in a combat situation, it is very likely enemies would notice people disappearing into nothingness while crouching then jumping in a certain spot, and depending on what the enemy is they would probably be able to figure out what's going on. Rope Trick never specifies that the creatures must be allowed into the space. That's the whole point of being able to pull the rope up: to deny entry. If the hole is 3' off the ground or whatever, then any orc or Mad Mage or whoever can just walk over and stick their head up into the space. Surely this opens them up to attack, but depending on HP they could certainly get into the space or cast a spell/use an attack while standing up into the space created. Another question is What happens when the space exceeds carrying capacity? Is it like a Bag of Holding and bursts, releasing its contents? Or is there simply just no additional room for more than 8 creatures and any more physically cannot fit? If it's the first, then if 3 or 4 or so enemies jump into your 3' rope trick space, the spell would end and you would assuredly not get a Short Rest. If the second, well you just better hope no one sticking their head up into the space can cast "Fireball" or anything else that does a significant AOE damage, otherwise your less-than or equal to 8 member party is in big trouble. In summary, I guess I would probably hand-wave the fact that as written it is impossible to get a Short Rest out of Rope Trick, as I feel that it is probably what it was designed for, and say a Short Rest, instead of being EXACTLY 1 hour is just around 1 hour, so 55 minutes of resting gains the benefits of a Short Rest. I don't think that would be breaking the game, but I could be wrong. However in combat against intelligent enemies (or unintelligent enemies with a good sense of smell that stand over 3' tall) I would say casting the 3' version of Rope Trick to get a Short Rest could be...problematic. [/QUOTE]
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