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General Tabletop Discussion
*Dungeons & Dragons
Escaping from (rope) bonds... What is your ruling?
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<blockquote data-quote="Guest 7037866" data-source="post: 9368846"><p>Hmm... interesting idea.</p><p></p><p>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.</p><p></p><p></p><p>I don't think a super high DC is right, but it depends on how "super high" we're talking, right?</p><p></p><p>However, even with the optional rule in Xanathar's, the DC to escape or untie should be the Intelligence (Sleight of Hand) roll <strong>+ 5</strong>. 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?!?</p><p></p><p>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).</p><p></p><p>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 <em>should</em> have a very hard if not impossible time to escape being tied up this way (particularly by somone who tied the knots very well...).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9368846"] 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 [B]+ 5[/B]. 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 [I]should[/I] 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. [/QUOTE]
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Escaping from (rope) bonds... What is your ruling?
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