I want to bring back Use Rope as an ability in 5e.
In 3.x, Use Rope was a skill, which was (wisely) cut in 4e. Still, affection remains for this weird novelty from the past. Most of the problem was its limited use: it was a lame skill, and didn’t have the range of applications that other skills did. 5e however provides the perfect mechanism for incorporating Use Rope: not as a skill, but as a tool.
Tool proficiencies are cheap, but they’re still limited: a player needs to invest resources in the ones they choose, but stand to benefit if they allocate their resources in this direction. (They’re also things that can be taught, in time.)
The equipment chapter gives everything we know about ropes: DC 17 Strength check to escape. That’s actually a pretty low number all things considered. I suggest that a character with the “use rope” tool proficiency can add his proficiency bonus to this DC. (There’s no escape artist either, and the way out of ropes is with Strength, not Dex. Let’s keep it like that for simplicity’s sake, regardless of verisimilitude.)
There’s more that we could shoot for: add proficiency to escape from ropes; to Dex checks to use grappling hooks; to Wisdom (Survival) checks when using a climber’s kit. All those make sense to me, but for now let’s start simple: “use rope” lets you tie better knots than those who aren't proficient.
It would be a natural tool for a sailor to pick up (instead of navigator’s tools), or from mountain-born outlanders (instead of a musical instrument).
It’s entirely optional (in that if no player wants it, it never comes into play), but if present it gives the players precisely the bonus they think they have invested in, when they tie up the unconscious victim they have worked to capture.
There you go… a complete "use rope" module to help 5e players recapture that 3.x experience!
In 3.x, Use Rope was a skill, which was (wisely) cut in 4e. Still, affection remains for this weird novelty from the past. Most of the problem was its limited use: it was a lame skill, and didn’t have the range of applications that other skills did. 5e however provides the perfect mechanism for incorporating Use Rope: not as a skill, but as a tool.
Tool proficiencies are cheap, but they’re still limited: a player needs to invest resources in the ones they choose, but stand to benefit if they allocate their resources in this direction. (They’re also things that can be taught, in time.)
The equipment chapter gives everything we know about ropes: DC 17 Strength check to escape. That’s actually a pretty low number all things considered. I suggest that a character with the “use rope” tool proficiency can add his proficiency bonus to this DC. (There’s no escape artist either, and the way out of ropes is with Strength, not Dex. Let’s keep it like that for simplicity’s sake, regardless of verisimilitude.)
There’s more that we could shoot for: add proficiency to escape from ropes; to Dex checks to use grappling hooks; to Wisdom (Survival) checks when using a climber’s kit. All those make sense to me, but for now let’s start simple: “use rope” lets you tie better knots than those who aren't proficient.
It would be a natural tool for a sailor to pick up (instead of navigator’s tools), or from mountain-born outlanders (instead of a musical instrument).
It’s entirely optional (in that if no player wants it, it never comes into play), but if present it gives the players precisely the bonus they think they have invested in, when they tie up the unconscious victim they have worked to capture.
There you go… a complete "use rope" module to help 5e players recapture that 3.x experience!