Rope Use in Modern?


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Rope Use was a little-used skill in D&D, in Modern it wouldn't be worth the ranks.

I think its been reduced to a Dex check. If not, I suggest Survival or failing that, Sleight, would be good choices. Everyone I know with any special rope-using ability has it from boyscout or military survival training.
 

In my house rules I added Use Rope as a Modern skill, straight from the SRD, along with Appraise and Knowledge (local).

Absent that, I use a straight Dex check with a +2 synergy bonus for 5 ranks in Climb, Escape Artist, Survival, or Sleight of Hand.
 

Khorod said:
Rope Use was a little-used skill in D&D, in Modern it wouldn't be worth the ranks.

I think its been reduced to a Dex check. If not, I suggest Survival or failing that, Sleight, would be good choices. Everyone I know with any special rope-using ability has it from boyscout or military survival training.
Use rope has always been a very useful skill in my experience... especially now that we'll be playing in a quasi-wild west campaign.

Will have to house rule it! :)
 

In a Wild West setting could make Rope Use one of the abilities granted by Profession (Cowboy), and in a more maritime setting, Profession (Sailor) would also grant the ability to make good knots. Besides, tying a good knot is more about knowhow (i.e. Int and Wis) than about nimble fingers (Dex), so applicable Profession skills make a good substitute if you want to go that route.
 


DnDChick said:
In a Wild West setting could make Rope Use one of the abilities granted by Profession (Cowboy), and in a more maritime setting, Profession (Sailor) would also grant the ability to make good knots. Besides, tying a good knot is more about knowhow (i.e. Int and Wis) than about nimble fingers (Dex), so applicable Profession skills make a good substitute if you want to go that route.
Except that's not how Profession works in Modern - it's a completely different skill. There is no "Profession (anything)" - there is just Profession which affects character Wealth when the character levels up.

Also, speaking as a former search-and-rescue climber, Int might help you to identify what knot to use (though in SAR we purposefully use as few different knots as possible - I think only sailors use more than a handful with real purpose anymore) but Dex is what helps you to join two ropes with a double-fisherman's knot or or lash a prusik to a taught rope with one hand. I'm quite comfortable with Dex as the key ability for Use Rope.
 
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Queen_Dopplepopolis said:
Use rope has always been a very useful skill in my experience... especially now that we'll be playing in a quasi-wild west campaign.

Will have to house rule it! :)
I'd use an attack roll for lasso stuff (as well as grappling-hook use).

Rules for binding characters with rope are in the Escape artist entry. It's dex+20 vs escape artist, instead of Use rope+10.

Everything else, I'd just keep the DC and use a dex check.
 


There are many modern careers that still use of skill "Rope Use". Seamen, Firemen, Professional Hunters, Alpinists, Professional that work with Cattle and other animals.. I see as an useful know-how in certain areas and ambient.
 

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