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).


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AFAIK, every edition of d&d has listed rope prices in 50 foot increments... As such it should be impossible to have less than 50 feet if rope unless the rope has been damaged or is also being used to restrain other individuals. That right there clears away the TV/movie scenario of several inches of rope tied around the wrists to be slipped out of unless some additional thing is done and that's critically important. There is no problem created if Bob can't untie himself because Alice can untie Bob and Bob can untie Cindy.

I really don't understand what you are trying to say here.

Anyway, back to the original topic, I feel like a lot of folks in this thread have conflated breaking out of ropes with breaking out of chains or manacles. Getting out of metal restraints uses a Strength skill to break or a Dexterity skill to escape. Which makes sense because you have to physically distort the metal in some way (very hard) or bend yourself in very odd ways to get out of stiff restraints.

But one of the key differences about rope is that it's much more malleable. It stretches. It bends. It both slides along itself and has friction with itself. One of the reasons I propose using an Athletics check for breaking free from rope is that you don't have to break the rope to escape, you just need to make one or two of the loops a little bigger, slide a knot a little bit, or stretch the material just enough. Even if a knot is tied perfectly, you might still be able to force your way out without ever breaking the rope.

Of course, plastic materials (like zip ties) would be a third thing, altogether.
 

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tetrasodium

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I really don't understand what you are trying to say here.
Everything I wrote was related to the topic of escaping from rope bonds even if my ruling does not align with your ruling.
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You didn't specify anything you were confused about so I need to guess blindly....
Anyway, back to the original topic, I feel like a lot of folks in this thread have conflated breaking out of ropes with breaking out of chains or manacles. Getting out of metal restraints uses a Strength skill to break or a Dexterity skill to escape. Which makes sense because you have to physically distort the metal in some way (very hard) or bend yourself in very odd ways to get out of stiff restraints.
agreed, but also there are different opinions on what "rope bonds" amount to.
But one of the key differences about rope is that it's much more malleable. It stretches. It bends. It both slides along itself and has friction with itself. One of the reasons I propose using an Athletics check for breaking free from rope is that you don't have to break the rope to escape, you just need to make one or two of the loops a little bigger, slide a knot a little bit, or stretch the material just enough. Even if a knot is tied perfectly, you might still be able to force your way out without ever breaking the rope.
agreed, but some of the other differences is speed & the ability to apply manacles successfully even if the restraint target is resisting or not cooperative

I'm snipping the ziptie bit because it's weird & unrelated. This stock photo (option A) is not the same as "rope bonds", this stock photo (option B) is "rope bonds". Option A is quick & easy to do even while someone is not cooperating or actively resisting, but it has the downside of being possible to escape from given time & effort to do so unchecked. Option B is obviously not quick to do & not something likely to do all that well if the restraint target is not cooperative or resisting, use manacles for those results quickly.

Rope has price listed in 50ft increments & 50ft of rope should be considered the default. Since the shortest length of rope normally available to players is 50 feet it doesn't make sense to ever tie someone up like option A unless pressed for time or the restraint target is resisting/not cooperating. Likewise because rope is cheap to replace if ever somehow damaged we should assume the time consuming yet hard to fail at option B to be the default goal for "I tie them up" as long as the restraint target is not capable of resisting or is cooperative.

If the restraint target is noncooperative & resisting then it's a job for manacles rather than rope :D Option A makes sense if the goal is a sympathetic jailor/captor who intends to restrain someone well enough for appearances so the restraint target can escape later when the jailor/captor won't be involved. Option B being impossible for the restraint target to remove on their own is not a problem because it's possible for those ropes to be removed by someone else given enough time unsupervised.
 


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