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<blockquote data-quote="slobo777" data-source="post: 6013242" data-attributes="member: 6694877"><p>In my groups, Use Rope ended up far more important than Use Magic Item!</p><p></p><p>It's probably a hold-over from very old school play styles, but it was very common practice back in the day to solve dungeon problems with mundane equipment. Iron spikes, 10' poles, silvered mirrors. And the most common part of the toolkit - 50'of rope. </p><p></p><p>I think that's where the unusual-looking skill cropped up in 3E. Whether or not you tied the prisoners well, or had roped yourselves together for safe spelunking/mountaineering, or whether your rope-and-pulley solution for disabling a trap would work, cropped up so often in some games that the separate skill for modelling and resolving these seemed like a good choice no doubt to the 3E designers. Of course you <em>could</em> push all of these to auto-success or inside some other skill (disable traps), but there was probably something going on inside the designer's heads - maybe just memories of learning knot types at Scout camp <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="slobo777, post: 6013242, member: 6694877"] In my groups, Use Rope ended up far more important than Use Magic Item! It's probably a hold-over from very old school play styles, but it was very common practice back in the day to solve dungeon problems with mundane equipment. Iron spikes, 10' poles, silvered mirrors. And the most common part of the toolkit - 50'of rope. I think that's where the unusual-looking skill cropped up in 3E. Whether or not you tied the prisoners well, or had roped yourselves together for safe spelunking/mountaineering, or whether your rope-and-pulley solution for disabling a trap would work, cropped up so often in some games that the separate skill for modelling and resolving these seemed like a good choice no doubt to the 3E designers. Of course you [I]could[/I] push all of these to auto-success or inside some other skill (disable traps), but there was probably something going on inside the designer's heads - maybe just memories of learning knot types at Scout camp :-) [/QUOTE]
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