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General Tabletop Discussion
*Pathfinder & Starfinder
Rope Trick vs. Leomund's Tiny Hut and better.
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<blockquote data-quote="mvincent" data-source="post: 3315583" data-attributes="member: 27034"><p>Yup. It's powerful (effectively the ultimate 'save game'), but it seems to facilitate game-play: i.e. players are bound to find a way to rest anyway, so might as well skip the night-time random encounter and move on to the main adventure.</p><p></p><p>I've had the exact opposite problem before: players that never bothered to use rope-trick. A locked door simply isn't going to keep a dungeon full of (teleporting) demons or devils out... and I end up seeming like a mean DM.</p><p></p><p>If you are having a problem with Rope Trick though, simply have a few of BBEG's start using it. It's fairly likely that the PC's will then figure out some way to circumvent it (likely in some really naster manner). Take notes and chuckle loudly when they do so. Chances are your players won't use Rope Trick again after that.</p></blockquote><p></p>
[QUOTE="mvincent, post: 3315583, member: 27034"] Yup. It's powerful (effectively the ultimate 'save game'), but it seems to facilitate game-play: i.e. players are bound to find a way to rest anyway, so might as well skip the night-time random encounter and move on to the main adventure. I've had the exact opposite problem before: players that never bothered to use rope-trick. A locked door simply isn't going to keep a dungeon full of (teleporting) demons or devils out... and I end up seeming like a mean DM. If you are having a problem with Rope Trick though, simply have a few of BBEG's start using it. It's fairly likely that the PC's will then figure out some way to circumvent it (likely in some really naster manner). Take notes and chuckle loudly when they do so. Chances are your players won't use Rope Trick again after that. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rope Trick vs. Leomund's Tiny Hut and better.
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