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<blockquote data-quote="tetrasodium" data-source="post: 9233362" data-attributes="member: 93670"><p>Going beyond the dmg reasons noted above... Here is why your PHB section is being misapplied to the point of being just wrong as it was applied to the discussion. It's only there to give players a spitball of an idea and by focusing exclusively on just the entry you think fits while omitting the rest of the list you are dramatically underselling the action being taken. You mentioned climb & escape artist with page numbers, the tables for those two are in the spoiler below</p><p>[spoiler]</p><ul> <li data-xf-list-type="ul">0 A slope too steep to walk up, or a knotted rope with a wall to brace against.</li> <li data-xf-list-type="ul">5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. </li> <li data-xf-list-type="ul">10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. </li> <li data-xf-list-type="ul">15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. </li> <li data-xf-list-type="ul">20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. <br /> 25 A rough surface, such as a natural rock wall or a brick wall.<br /> 25 An overhang or ceiling with handholds but no footholds. — A perfectly smooth, flat, vertical surface cannot be climbed.<br /> <br /> </li> <li data-xf-list-type="ul">Ropes Binder’s Use Rope check at +10</li> <li data-xf-list-type="ul">Net, animate rope spell, command plants spell, 20 <ul> <li data-xf-list-type="ul">control plants spell, or entangle spell</li> </ul></li> <li data-xf-list-type="ul">Snare spell 23</li> <li data-xf-list-type="ul">Manacles 30 (Psst... [ispoiler]this is take 20 with 10 points from skill points & attribute mods)[/ispoiler]</li> <li data-xf-list-type="ul">Tight space 30</li> <li data-xf-list-type="ul">Masterwork manacles 35</li> <li data-xf-list-type="ul">Grappler Grappler’s grapple check result</li> </ul><p></p><p>[/spoiler]</p><p>If you look at the dc0-15 climb entries you will see that the dungeon wall that you reference is A: not a slope or similar. B: does not have a rope or similar. C: does not have ledges to hold or stand on D: does not have "adequate handholds". What you are talking about is straight up spiderman style wall crawling & given the context of a wall in a dungeon or ruins lets be honest & admit that it's probably climbing over a trap encounter or whatever.</p><p></p><p>With escape artist checks... you've already failed at <em>something</em> to wind up restrained by manacles (probably badly too). after going through prior events occurred you were tricked captured or otherwise unable/unwilling to resist being put in manacles by someone. We know that they are properly affixed & of at least reasonable quality because they are not spelled out as loose weak rusty or similar. Obviously it should not be trivial to squirm out of the resulting manacles on your wrists. You would be better served with one of the stronger PCs working to break the manacles or chain as breaking an object (phb165/166) is not that tough since someone just needs to deal ten or so points of damage to the hardness 10* manacles before getting caught by guards or similar noticing the noise without needing the taking 20** on a dc20+ strength check</p><p></p><p>On the DM side of things when it comes to setting the DC those tables you cite are rather meaningless because the DM uses a different method of assigning DCs. The first thing the GM does is decide "who could do [this thing]" & pick an example individual that seems a pretty good match for what they think. Keep in mind that "who <em>could</em> do it" is completely different from "who is <em>trying to</em> do it", the PC might be a mid level whatever, but an awful lot of challenges in the world are intended to be. After that they look at the DCs & pick one they like. That DC may or may not be adjusted up or down as the situation calls for by the GM using <a href="https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/post-8241363" target="_blank">bonus types & DM's best friend (+2/-2)</a>. If the first attempt fails the players themselves can put their heads together in order to stack the deck by taking additional steps that individually add extra +/-2's to the next check as a result of that teamwork & creative problemsolving.</p><p></p><p></p><p>*<em>basically</em> DR10/GM's call for this but the dmg describes how to use hardness more detail for the GM.</p><p>** it's not a big deal if you fail a strength check to break them & need to keep trying till you get it... if you fail a climb check & want to keep trying, that sudden stop after the fail usually makes repeated attempts a problem.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9233362, member: 93670"] Going beyond the dmg reasons noted above... Here is why your PHB section is being misapplied to the point of being just wrong as it was applied to the discussion. It's only there to give players a spitball of an idea and by focusing exclusively on just the entry you think fits while omitting the rest of the list you are dramatically underselling the action being taken. You mentioned climb & escape artist with page numbers, the tables for those two are in the spoiler below [spoiler] [LIST] [*]0 A slope too steep to walk up, or a knotted rope with a wall to brace against. [*]5 A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. [*]10 A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. [*]15 Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. [*]20 An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. 25 A rough surface, such as a natural rock wall or a brick wall. 25 An overhang or ceiling with handholds but no footholds. — A perfectly smooth, flat, vertical surface cannot be climbed. [*]Ropes Binder’s Use Rope check at +10 [*]Net, animate rope spell, command plants spell, 20 [LIST] [*]control plants spell, or entangle spell [/LIST] [*]Snare spell 23 [*]Manacles 30 (Psst... [ispoiler]this is take 20 with 10 points from skill points & attribute mods)[/ispoiler] [*]Tight space 30 [*]Masterwork manacles 35 [*]Grappler Grappler’s grapple check result [/LIST] [/spoiler] If you look at the dc0-15 climb entries you will see that the dungeon wall that you reference is A: not a slope or similar. B: does not have a rope or similar. C: does not have ledges to hold or stand on D: does not have "adequate handholds". What you are talking about is straight up spiderman style wall crawling & given the context of a wall in a dungeon or ruins lets be honest & admit that it's probably climbing over a trap encounter or whatever. With escape artist checks... you've already failed at [I]something[/I] to wind up restrained by manacles (probably badly too). after going through prior events occurred you were tricked captured or otherwise unable/unwilling to resist being put in manacles by someone. We know that they are properly affixed & of at least reasonable quality because they are not spelled out as loose weak rusty or similar. Obviously it should not be trivial to squirm out of the resulting manacles on your wrists. You would be better served with one of the stronger PCs working to break the manacles or chain as breaking an object (phb165/166) is not that tough since someone just needs to deal ten or so points of damage to the hardness 10* manacles before getting caught by guards or similar noticing the noise without needing the taking 20** on a dc20+ strength check On the DM side of things when it comes to setting the DC those tables you cite are rather meaningless because the DM uses a different method of assigning DCs. The first thing the GM does is decide "who could do [this thing]" & pick an example individual that seems a pretty good match for what they think. Keep in mind that "who [I]could[/I] do it" is completely different from "who is [I]trying to[/I] do it", the PC might be a mid level whatever, but an awful lot of challenges in the world are intended to be. After that they look at the DCs & pick one they like. That DC may or may not be adjusted up or down as the situation calls for by the GM using [URL='https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/post-8241363']bonus types & DM's best friend (+2/-2)[/URL]. If the first attempt fails the players themselves can put their heads together in order to stack the deck by taking additional steps that individually add extra +/-2's to the next check as a result of that teamwork & creative problemsolving. *[I]basically[/I] DR10/GM's call for this but the dmg describes how to use hardness more detail for the GM. ** it's not a big deal if you fail a strength check to break them & need to keep trying till you get it... if you fail a climb check & want to keep trying, that sudden stop after the fail usually makes repeated attempts a problem. [/QUOTE]
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