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Player angry about enemies climbing rope with Rope Trick
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<blockquote data-quote="Benjamin Olson" data-source="post: 8590628" data-attributes="member: 6988941"><p>You didn't "cheat" and I wouldn't play with anyone who accused me of "cheating" if that was their actual quote, meaning they go straight to assuming bad faith and dishonesty rather than recognizing that I might just have done something they dislike. The game is built on trust, and at least for me I've never had a shortage of adults who trusted me to not cheat at it so I don't know why I would put up with one who saw the game in those terms. I doubly wouldn't put up with it as a DM, because it is likely I sign that they do not respect my prerogative to make rulings. If it was an eleven year-old having such an outburst I might let it slide, but anyone older who calls me a cheat is not playing with me again until I'm convinced they don't actually believe that.</p><p></p><p>Setting that aside, it might have been a bit a jerk DM move, but obviously Rope Trick should not just be the win button for encounters; there should be the possibility of things going wrong. Whether it was "fair" in this particular case, I don't know because I wasn't there and only have one side's brief summary of it. So here are just some disconnected thoughts that may apply:</p><p>-Rope trick even working for a short rest with it's one hour duration at all is based on the DM handwaving that the 59 and a half minutes they are able to actually rest there not climbing rope (a distinctly unrestful activity) is good enough. I would always say it's good enough, but if I'm indulging that I'm not going to take Rope Trick rules lawyering from the players about it.</p><p>-If the player didn't have the common sense to get out of a small enclosed space (extradimensional or otherwise) with 5 enemies that's on them. Sometimes you have to bite the bullet and jump 50 feet.</p><p>-If enemies can't climb up the rope then what's the point of being able to pull the rope in?</p><p>-Whether the enemies understand how the rope trick works really depends on how common the spell is in your world.</p><p>-Personally if my players got in an obvious extradimensional space mid-combat I'd have intelligent enemies spend the hour fetching reinforcements.</p><p>-I think it's nice that cruel, gotcha, "git gud" DMing has mostly gone out of style, but I think DMs are a bit too hard on themselves these days.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8590628, member: 6988941"] You didn't "cheat" and I wouldn't play with anyone who accused me of "cheating" if that was their actual quote, meaning they go straight to assuming bad faith and dishonesty rather than recognizing that I might just have done something they dislike. The game is built on trust, and at least for me I've never had a shortage of adults who trusted me to not cheat at it so I don't know why I would put up with one who saw the game in those terms. I doubly wouldn't put up with it as a DM, because it is likely I sign that they do not respect my prerogative to make rulings. If it was an eleven year-old having such an outburst I might let it slide, but anyone older who calls me a cheat is not playing with me again until I'm convinced they don't actually believe that. Setting that aside, it might have been a bit a jerk DM move, but obviously Rope Trick should not just be the win button for encounters; there should be the possibility of things going wrong. Whether it was "fair" in this particular case, I don't know because I wasn't there and only have one side's brief summary of it. So here are just some disconnected thoughts that may apply: -Rope trick even working for a short rest with it's one hour duration at all is based on the DM handwaving that the 59 and a half minutes they are able to actually rest there not climbing rope (a distinctly unrestful activity) is good enough. I would always say it's good enough, but if I'm indulging that I'm not going to take Rope Trick rules lawyering from the players about it. -If the player didn't have the common sense to get out of a small enclosed space (extradimensional or otherwise) with 5 enemies that's on them. Sometimes you have to bite the bullet and jump 50 feet. -If enemies can't climb up the rope then what's the point of being able to pull the rope in? -Whether the enemies understand how the rope trick works really depends on how common the spell is in your world. -Personally if my players got in an obvious extradimensional space mid-combat I'd have intelligent enemies spend the hour fetching reinforcements. -I think it's nice that cruel, gotcha, "git gud" DMing has mostly gone out of style, but I think DMs are a bit too hard on themselves these days. [/QUOTE]
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