• @Zennyker@ttrpg.network
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      264 months ago

      Nah, we know it’s hard. But if failure has no consequence in a given scene, then why not skip over and just assume it was done?

        • brianorca
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          104 months ago

          Failing to climb is not the same as falling off. I could safely go down a rope any day. But climbing more than a foot? Not happening.

        • ddh
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          94 months ago

          Or cast Burning Hands as a bonus action

    • @HikingVet@lemmy.ca
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      124 months ago

      Huh, I geuss I was an outlier being a skinny fuck with decent core strength, cuz the rope was easy when you paid attention to how you need put the rope around your feet.

      • When a 10 is your average stat and the wizard dumped Strength and Dexterity at 8, you can bet your ass they’d struggle to get up a rope. Think about how strong and nimble the average person is, and how much they would struggle. That’s a 10.

    • flicker
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      24 months ago

      That’s what I came here to say. I don’t care how long you give me, I ain’t haulin my dumpy ass up no rope.

  • @Rudee@lemmy.ml
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    744 months ago

    I know I’m a downer sometimes, but those

    “Roll to shake hands with the captain of the guard. [Nat 1] You slap him in the face. You’re all arrested”

    annoy me to no end. The point of rolling is to simulate the possibility of failure for difficult tasks, not for everything you ever do

    • @CobblerScholar@lemmy.world
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      484 months ago

      Seems like it would be more prudent on a Nat 1 on a handshake would be like, “you forgot you just wiped your brow so your hand is sweaty and you grasp too early and too lightly, a look of discomfort and disgust crosses the guards face, you now have a disadvantage on all verbal checks with this guard from now on.” That still really sucks but nobody is rolling for initiative there

      • @Damaskox@lemmy.world
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        54 months ago

        Yeah - I like the idea that if a character’s fundamental stat is (too) low, doing basic everyday tasks would get an increased difficulty to do it right/with success. Being it talking to someone, opening a door or getting out of bed.

    • @rickrolled767@ttrpg.network
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      34 months ago

      I’ll admit that I’ve had my players do those kind of rolls from time to time. It’s usually either when they’re doing something with no consequences that can have a comedic moment or they choose to do something so far in left field that I almost feel the need to ask them to roll.

      All in all though those dumb rolls have led to a lot of comedic moments that my players enjoy so I think a big part is how it’s used

  • 🔍🦘🛎
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    84 months ago

    If you can take your time? No check.

    If the ground is coated in oil and a kobold is about to throw a torch down from a higher level, and the cocky wizard is now struggling for his life, a moment that is vividly remembered three years later: absolutely make a check

    • @Jarix@lemmy.world
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      24 months ago

      This was covered by taking 10 and taking 20 rules in various versions

      Basically if there are no consequences for failure you will eventually succeed if you keep retrying. These rules were designed with “skills cant crit in mind” which ive noticed a lot of people dont know or just ignore

    • @Kichae@lemmy.ca
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      4 months ago

      Maybe the rope isn’t a level 1 challenge, though. Maybe it’s level 0, or level -1?

      Or maybe is not a levelled challenge at all, innwhich case you need to be using a simple DC, not a levelled one.

  • @Tarcion@sh.itjust.works
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    54 months ago

    I hate bounded accuracy so much. Although the crux of this issue is a DM asking for checks when the aren’t really necessary. This is probably fine in combat but isn’t really needed outside of that context.

    • @wahming@monyet.cc
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      44 months ago

      Is there a reason to think this isn’t pf2e with unbounded accuracy? Lvl 10s just flying up the rope

      • @Tarcion@sh.itjust.works
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        34 months ago

        I don’t believe so. Climbing a rope in PF2E is typically DC15. As for flying up a rope at 10th level, I think the only characters doing that will be those who have heavily invested in both strength and the athletics skill.

        Though if they’ve done both of those things and are 10th level, they probably should be flying up a rope. In this case that means spending 3 actions (their whole turn) to climb 30 feet of rope, assuming they started their turn in a position to climb the rope and don’t need to use actions for anything else like stowing gear to have free hands. Seems pretty fine for incredibly strong and athletic seasoned adventurers.