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General Tabletop Discussion
*Dungeons & Dragons
Is it just me or is the spell Rope Trick kind of absurd?
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<blockquote data-quote="Ganders" data-source="post: 7544496" data-attributes="member: 37815"><p>1. If you're going to read the 5th edition rules that carefully, you really have to embrace the vagueness. One hour never means exactly one hour. It's actually code for 'lasts long enough to take a short rest in it'. Have you ever noticed that there aren't ANY spell durations of 30 minutes, or 45 minutes, or 90 minutes, or 2 hours, or 3 hours, or 4 hours? To the designer's perspective there is no difference between any of those. One hour is just code for 'lasts quite awhile, but not past a short rest'. The spell will wear off sometime between encounters, whenever is convenient for the DM's storytelling. (Similarly, 1 minute is code for 'cast after initiative', 10 minutes is code for 'can be cast before initiative', and so on) Embrace the vagueness!</p><p></p><p>2. I believe this was left vague on purpose. So that some DMs can make the players roll climbing checks and other DMs can make it a magical rope that prevents you from falling. Just like grappling, hiding, and other such stuff, they leave it open so each DM can decide the method.</p><p></p><p>2b. I also suspect the designers could have provided more detail, but selfishly relished the idea of vicariously chuckling at message board threads debating whether climbing checks were necessary and how long the rope must be and how much falling damage would be taken and whether you can still short rest if you spend ten minutes climbing into the thing.</p><p></p><p>2c. I also suspect the designers intended that DMs would be inconsistent, requiring climbing checks whenever the characters were doing too well and letting them in quickly and easily when they might die without it. But this falls at a very different place on the 'good vs evil' scale of design than the type of vagueness in part 1, so I'm a bit more hesitant of this claim.</p></blockquote><p></p>
[QUOTE="Ganders, post: 7544496, member: 37815"] 1. If you're going to read the 5th edition rules that carefully, you really have to embrace the vagueness. One hour never means exactly one hour. It's actually code for 'lasts long enough to take a short rest in it'. Have you ever noticed that there aren't ANY spell durations of 30 minutes, or 45 minutes, or 90 minutes, or 2 hours, or 3 hours, or 4 hours? To the designer's perspective there is no difference between any of those. One hour is just code for 'lasts quite awhile, but not past a short rest'. The spell will wear off sometime between encounters, whenever is convenient for the DM's storytelling. (Similarly, 1 minute is code for 'cast after initiative', 10 minutes is code for 'can be cast before initiative', and so on) Embrace the vagueness! 2. I believe this was left vague on purpose. So that some DMs can make the players roll climbing checks and other DMs can make it a magical rope that prevents you from falling. Just like grappling, hiding, and other such stuff, they leave it open so each DM can decide the method. 2b. I also suspect the designers could have provided more detail, but selfishly relished the idea of vicariously chuckling at message board threads debating whether climbing checks were necessary and how long the rope must be and how much falling damage would be taken and whether you can still short rest if you spend ten minutes climbing into the thing. 2c. I also suspect the designers intended that DMs would be inconsistent, requiring climbing checks whenever the characters were doing too well and letting them in quickly and easily when they might die without it. But this falls at a very different place on the 'good vs evil' scale of design than the type of vagueness in part 1, so I'm a bit more hesitant of this claim. [/QUOTE]
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Is it just me or is the spell Rope Trick kind of absurd?
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