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Pulling up a rope... with a PC attached
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<blockquote data-quote="jbear" data-source="post: 5355647" data-attributes="member: 75065"><p>20 ft ... pft ... it's not very much now is it? I mean, most humans could reach 9/10 ft nearly with their arms stretched above their head. If you are talking about a massive height (as you said 200ft) that would be a far more challenging obstacle.</p><p></p><p>As for the cleric being hauled up the wall ... how undignified! Lazy trout! If I was doing the hauling I'd have been hurling abuse at him telling to move those chubby chocks! It would have probably been far easier to hang onto the rope, being pulled up as he assisted with his legs, like absailing but the other way around. </p><p></p><p>If there was no danger going on I'd have probably let it work with a both characters using their actions for that turn (minor to tie/untie, move and standard to heave, pull their way up and get back to their feet). But if it was outside of an encounter situation actions and turns are irrelevant. In which case I would probably just let them do it with a nod, a slight squinting of the eyes, and a sharp show of the teeth that isn't quite a smile, probably with some added comment about the undignified image of the cleric being hauled up the wall limply like a drowned fish.</p><p></p><p>If there was pressure, even if unbeknown to the pcs (monsters waiting to spring a trap), I might have set an easy DC Stregth check, just in case luck was to turn her face from the adventurers, giving the lurking monsters the perfect moment to spring the trap.</p><p></p><p>During combat I might make it more complicated to represent the confusion and series of errors that can occur when you are under pressure. </p><p>Dungeoneering (minor action) to secure the rope properly. If succeeded +2 to further checks to pull the PC up. If failed ... I'd be tempted to tell them everything was A Okay and then when that lazy cleric was half way up have him make a saving throw as the knot unravelled and he began to fall to the ground into the writhing snakes below! (where did those snakes come from!!!???!!)</p><p></p><p>Aid being Hauled up (Athletics Aid check; Move): Success +2 to lift checks Fail: -1 to check </p><p></p><p>As for the lifter: </p><p>Hauling up Lump-like Cleric: Standard Action Strength DC Moderate: Lift PC 2 squares (3 if he is Aiding the lift); For every 5 over the target DC the cleric is lifted another square.</p><p></p><p>Athletic Rope Action (adding skill to brute strength): Move action DC Difficult: Lift Cleric 1 extra square. For every 2 points rolled above the target DC, the cleric is lifted 1 more square. Succesful Aid checks made in the same round by the cleric also apply to this check. If the person lifting fails this check by more than 5 then the cleric drops back 1 square.</p><p></p><p>While this is going on, both would grant combat advantage.</p><p></p><p>Basically in a nut shell, the Cleric needs to tie the rope properly (someone is going to have to get that from their pack and throw it down to him as well), and then help out with being lifted (as opposed to the other way around). He can be a dead fish but that makes things slower; he's better off trying to help out) The lifter uses his brute strength to lift his ally; the stronger he is, the faster he lifts. He can also use his athletic skill to pull the rope up with good technique which can add further speed but runs the risk of tangling things up if he doesn't do it properly. While this goes on both make rather attractive targets.</p><p></p><p>That's how I would picture it if I had to resolve it. But like others have said, it would only become important if the situation had other dangers going on at the same moment, making time an important factor.</p></blockquote><p></p>
[QUOTE="jbear, post: 5355647, member: 75065"] 20 ft ... pft ... it's not very much now is it? I mean, most humans could reach 9/10 ft nearly with their arms stretched above their head. If you are talking about a massive height (as you said 200ft) that would be a far more challenging obstacle. As for the cleric being hauled up the wall ... how undignified! Lazy trout! If I was doing the hauling I'd have been hurling abuse at him telling to move those chubby chocks! It would have probably been far easier to hang onto the rope, being pulled up as he assisted with his legs, like absailing but the other way around. If there was no danger going on I'd have probably let it work with a both characters using their actions for that turn (minor to tie/untie, move and standard to heave, pull their way up and get back to their feet). But if it was outside of an encounter situation actions and turns are irrelevant. In which case I would probably just let them do it with a nod, a slight squinting of the eyes, and a sharp show of the teeth that isn't quite a smile, probably with some added comment about the undignified image of the cleric being hauled up the wall limply like a drowned fish. If there was pressure, even if unbeknown to the pcs (monsters waiting to spring a trap), I might have set an easy DC Stregth check, just in case luck was to turn her face from the adventurers, giving the lurking monsters the perfect moment to spring the trap. During combat I might make it more complicated to represent the confusion and series of errors that can occur when you are under pressure. Dungeoneering (minor action) to secure the rope properly. If succeeded +2 to further checks to pull the PC up. If failed ... I'd be tempted to tell them everything was A Okay and then when that lazy cleric was half way up have him make a saving throw as the knot unravelled and he began to fall to the ground into the writhing snakes below! (where did those snakes come from!!!???!!) Aid being Hauled up (Athletics Aid check; Move): Success +2 to lift checks Fail: -1 to check As for the lifter: Hauling up Lump-like Cleric: Standard Action Strength DC Moderate: Lift PC 2 squares (3 if he is Aiding the lift); For every 5 over the target DC the cleric is lifted another square. Athletic Rope Action (adding skill to brute strength): Move action DC Difficult: Lift Cleric 1 extra square. For every 2 points rolled above the target DC, the cleric is lifted 1 more square. Succesful Aid checks made in the same round by the cleric also apply to this check. If the person lifting fails this check by more than 5 then the cleric drops back 1 square. While this is going on, both would grant combat advantage. Basically in a nut shell, the Cleric needs to tie the rope properly (someone is going to have to get that from their pack and throw it down to him as well), and then help out with being lifted (as opposed to the other way around). He can be a dead fish but that makes things slower; he's better off trying to help out) The lifter uses his brute strength to lift his ally; the stronger he is, the faster he lifts. He can also use his athletic skill to pull the rope up with good technique which can add further speed but runs the risk of tangling things up if he doesn't do it properly. While this goes on both make rather attractive targets. That's how I would picture it if I had to resolve it. But like others have said, it would only become important if the situation had other dangers going on at the same moment, making time an important factor. [/QUOTE]
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