Or we've seen one & think that some scenarios lean more towards the strengths of shows like leverage & movies like Lift than the average "action movie"?Some of you have never seen an action adventure movie and it shows.
Setting a super high DC or nigh impossible standard for escaping rope bonds might be "realistic" but it certainly doesn't lean into the kinds of scenarios the game is designed to emulate.
I don't think 5E is really built to support DC 40 checks or nigh impossible standards, and so you end up making the players feel railroaded or punished when you employ that stuff. YMMV of course.Or we've seen one & think that some scenarios lean more towards the strengths of shows like leverage & movies like Lift than the average "action movie"?
maybe narrative demands capture for progress of the story, but you still want to open tiny possibility of escape if someone is so much focused on that aspect of the character.I don't think 5E is really built to support DC 40 checks or nigh impossible standards, and so you end up making the players feel railroaded or punished when you employ that stuff. YMMV of course.
Well You are partly correct, by RAW it doesn't even seem to support the GM being able to declare something impossible.I don't think 5E is really built to support DC 40 checks or nigh impossible standards, and so you end up making the players feel railroaded or punished when you employ that stuff. YMMV of course.
Eww.maybe narrative demands capture for progress of the story,
What do you mean? It says right in your quote that the GM calls for a roll if the outcome is uncertain, not that the GM is required to allow a roll.Well You are partly correct, by RAW it doesn't even seem to support the GM being able to declare something impossible.
I said "feel railroaded or punished" for a reason.You seem to be suggesting that if the PCs are not guaranteed success that they are being subjected to "railroading". In post 29 I described some hurdles the party would need to overcome in order to deal with the problem of being tied up (presumably in a dungeon or similar). How the players handle those problems or if they choose to just wait until the next phase of their capture is up to them, that's the opposite of "railroading"
Hmm... interesting idea.I think the most proper skill to use (other than a straight Dex check) is actually Athletics. Among other things, this is based off the fact that Athletics is one of the skills granted by the Sailor background, and that's the profession that should probably be most closely associated with rope handling.
I don't think a super high DC is right, but it depends on how "super high" we're talking, right?Setting a super high DC or nigh impossible standard for escaping rope bonds might be "realistic" but it certainly doesn't lean into the kinds of scenarios the game is designed to emulate.
I guess somewhere along the line I decided I did not want to model the world and the laws of physics anymore, and would rather model the genre I was aiming for. And in the action adventure genre, rope bonds are at worst a inconvenience and usually act simply to make a clock (the room is on fire, or you have been thrown overboard) more exciting.Hmm... interesting idea.
But I think Sailor has Athletics because of climbing the rigging on ships, and depending how much stock you put into history (or not in this case) swimming. Even jumping and swining on ropes/ rigging was probably part of it.
I don't think a super high DC is right, but it depends on how "super high" we're talking, right?
However, even with the optional rule in Xanathar's, the DC to escape or untie should be the Intelligence (Sleight of Hand) roll + 5. If you think about it, few creatures (even sailors) will have Sleight of Hand proficiency (even if they do, +2 probably) nor a high Intelligence (so +1 at best probably). That would set the typical DC to escape at 13. So, 40% chance to escape being bound, of course higher with a bonus?!?
No, I don't think so. But add the +5 to the roll, and average DC 18 makes it harder, but still 15% chance (without any bonus!) and likely a bit higher. It is also closer to the DC 17 to break via Strength (which is also too low IMO).
Now, you have a creature with high Intelligence (sure, it happens) and Sleight of Hand proficiency (very unlikely...), with the added +5 bonus you will occasionally get DC's in the 20s. For Joe Average, that becomes effectively impossible, and could be for PCs with low Dexterity modifier and no Acrobatics proficiency, but such PCs should have a very hard if not impossible time to escape being tied up this way (particularly by somone who tied the knots very well...).
Finally, as an aside silk rope (which is slimmer than hemp rope) should have a higher DC as well. Helps make it worth the cost since the standard rules for encumbrance makes the weight a non-issue.