2 members (Nivek, Gypsy),
15
guests, and
26
robots. | Key: Admin,
Global Mod,
Mod | |
You will need to enable Javascript in order to view the Dice Roller.
| | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | Try moving your token now.
And what AJ said. He used a light cantrip - no flame.
-Nep
| | | | Joined: May 2000 Posts: 27,780 Likes: 1 Member | Member Joined: May 2000 Posts: 27,780 Likes: 1 | Kriv will happily use a firebolt cantrip on the torch to ignite it, he's not going to leave a Dragonborn hanging. | | | | Joined: Oct 2001 Posts: 23,070 Likes: 12 (Buffalo) Moderator | (Buffalo) Moderator Joined: Oct 2001 Posts: 23,070 Likes: 12 | You need to roll to hit.........  | | | | Joined: May 2009 Posts: 16,652 Likes: 16 Chaotic Obfuscator Moderator | Chaotic Obfuscator Moderator Joined: May 2009 Posts: 16,652 Likes: 16 | Fine, flint and tinder work. Bunch of flaming hot whiners!
Yay! I can move Lumi! Thanks
Last edited by Pandemonium; Thu 30/11/2017 15:19 UTC.
| | | | Joined: May 2000 Posts: 27,780 Likes: 1 Member | Member Joined: May 2000 Posts: 27,780 Likes: 1 | Hey now, Kriv is not going to be thinking, 'Gee, my employer's brother is dead. Let's steal his boots!' That Lawful is there for a reason... | | | | Joined: May 2009 Posts: 16,652 Likes: 16 Chaotic Obfuscator Moderator | Chaotic Obfuscator Moderator Joined: May 2009 Posts: 16,652 Likes: 16 | Gypsy, why did you owl ask "who" was down there before sneaking in?  | | | | Joined: May 2000 Posts: 42,503 Likes: 12 Member | Member Joined: May 2000 Posts: 42,503 Likes: 12 | Q: Why did the owl ask 'who'?
A: Because it could
<snicker>
MikeD
| | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | MikeD asked: [[ what would Bern need to roll on a jump down?? ]] I had to think about this one. There is no rule. It falls under DM discretion but there are guidelines. You can either follow my logic or just skip to the bottom line. Logic: Damage starts at 10 feet. Your basic, relatively safe jump is 5 feet. Therefore, anything other than that requires skill and has risk. A failed jump results in you taking falling damage: PHB p183: A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. Avoiding that by trying to jump needs skill and it's not easy. A bad 10 foot jump can result in broken bones or a sprain. I can see an argument for saying that either athletics or acrobatics skill check applies so I'll allow either. Since the rope would lower the DC one notch, and it's a strength DC 15 check, jumping this distance will be one degree more difficult and will consume all movement as you try and stick your landing.
Task DC - Depth
Very easy 5
Easy 10 - 10 feet
Moderate 15 - 15 feet
Hard 20 - 20 feet
Very hard 25 - 25 feet
Nearly impossible 30 - 30+ feet Bottom line:Make either a DC 20 Athletics or Acrobatics check. Take 2d6 damage and are prone on a fail. | | | | Joined: May 2000 Posts: 42,503 Likes: 12 Member | Member Joined: May 2000 Posts: 42,503 Likes: 12 | OK ... most of that makes sense, but a couple of things. Is it an 'all or nothing' make or fail ... or are there degrees of failures?
Second - with a DC of 20 to make the jump, a DC of 15 for climbing down on a rope ... unless there is a problem with the rope ... seems excessive.
Finally, is there anything like the old 'take 10' rule? I get that when you are in a hurry it is more difficult, but if you take your time and all that <g> (not that I expect to be able to 'take my time' at this point <wink> )
MikeD
| | | | Joined: May 2000 Posts: 13,229 Likes: 10 Wobbly Headed Administrator | Wobbly Headed Administrator Joined: May 2000 Posts: 13,229 Likes: 10 | I must admit, from doing obstacle races I've always felt climbing up a rope is high DC but coming back down it is rather natural.  Having said that, last year a team-mate did try braking himself with his hands, without gloves. It was not pretty! (I use a pair of Nomex gloves.) | | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | All valid points. I needed to think through them and since some of us like to debate such things and find them to be part of the fun, we can have at it, here. The rope is an "aid" to help you get down safely. The jump is easy - the landing not. If there was a "degree" of failure, it would be applied to the rope use because we might say that you were half way down before you lost grip and the falling distance was less. As for take-10, no. The reason? There is a class feature that provides that and to give take-10's diminishes the value of the class. BTW, that's Reliable Talent - an 11th level rogue class feature: RELIABLE TALENT By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. The question is not about climbing up, but rather jumping down. By the way, so you all know, I've fallen 20 feet (it might have been less) and failed my roll. I crushed the head and neck of the radius bone in my right arm. It required surgery and I have permanent loss of function in that arm. I have no radial movement, like what you need to use when using a screwdriver. That happened when I was 12. Falling is not trivial. | | | | Joined: May 2000 Posts: 42,503 Likes: 12 Member | Member Joined: May 2000 Posts: 42,503 Likes: 12 | Neil, hence the difference between 'in combat' and 'take ten' modes <wink>
Nep: The 'degree of failure' thing was more along of ... if I do the 20' jump and 'miss' by one or two ... that doesn't seem that it should be as painful as the person that missed it by 10 or more.
Also, the 'reliable talent' is different than what I am talking about. Reliable Talent works when take 10 is not available. Take 10 could not be used in a 'stressful' like combat, while trying to escape ... basically whenever we are in 'initiative order'. Does that make sense? (which is a different question than 'will you allow it' <wink>)
I had a similar 'epic fail' when I was close to that age (as well as many more before and after <sigh>). Luckily, when the 'cover' failed, and I fell into the 'grease trap' (check wikipedia if you don't know <g>) I might have drowned, but the square cover 'rotated' and the corner stopped my fall ... by ripping into my abdomen and only stopping when it caught on my rib <shudder> I was =really= lucky and unlucky at the same time <wink>
MikeD
| | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | If you roll a natural 1, should I break a leg? I really don't play critical fails. Also, mitigating damage is another class benefit which we just saw come into play with Chandan. He did not take damage because of Monk: SLOW FALL Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. So the ability to reduce damage in any way is a special ability. | | | | Joined: May 2000 Posts: 27,780 Likes: 1 Member | Member Joined: May 2000 Posts: 27,780 Likes: 1 | What if you dangle off the edge by your hands and then try to drop safely from that reduced height? | | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | Like I said, special ability. I would call it a climb attempt and have you make a strength roll. | | | | Joined: May 2000 Posts: 42,503 Likes: 12 Member | Member Joined: May 2000 Posts: 42,503 Likes: 12 | So basically ... it is all about 'die rolls' and smart, thoughtful playing no longer has a part to play <sigh> That feels like a step backwards to me <shrug> Oh well. It is what it is.
MikeD
| | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | That's quite a leap (pun intended). I don't consider jumping into the pit to be a "clever" solution to this problem. There's a lots of room for clever play. | | | | Joined: May 2000 Posts: 13,229 Likes: 10 Wobbly Headed Administrator | Wobbly Headed Administrator Joined: May 2000 Posts: 13,229 Likes: 10 | Aye, I think how intelligent solutions would play out in 5e is applying advantage, reducing distance or eliminating the roll, as appropriate.
So frex, if the PCs knotted the rope, they might roll with advantage. (Unless there are special rules for knotted rope.)
If they lowered themselves onto a ledge, and then onto the rope, less distance.
Or if they used a belay, possibly eliminate the roll, and it just equates to more time spent climbing down.
That's how I interpret it.
Myself, I probably wouldn't require a roll for descending a rope normally though. I would imagine there was a ladder sat right next to the rope. If I wouldn't require a roll for descending the ladder under the circumstances, nor would I for the rope.
(Descending a rope is a lot easier than descending a ladder imo. Vice versa when ascending.)
Neptune, you're lucky to be alive, falling 20 feet uncontrolled! | | | | Joined: May 2000 Posts: 42,503 Likes: 12 Member | Member Joined: May 2000 Posts: 42,503 Likes: 12 | Don, my main 'complaint'/'frustration' is that 'jumping' 20' is just one step 'harder' than climbing with a rope. IRL, the jump would be =WAY= more risky than a careful climb down the same distance using a rope. And maybe I =am= being too 'realistic' <shrug>
MikeD
| | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | I learned, a long time ago, that realism has NO place in D&D  The rope climb is handled as it was written in the module and, in many ways, this module was designed to demonstrate various rules as it was the first module published. I agree that knots in the rope might gain advantage. If the rope was slick for some reason, it would be reasonable to have the roll with disadvantage. But, there's no way I could climb down a rope as well as a ladder. | | | | Joined: Jun 2002 Posts: 10,740 Likes: 3 Administrator | Administrator Joined: Jun 2002 Posts: 10,740 Likes: 3 | Possibly a smarter way down is for the weakest to have the rope looped, hooked under their armpits and lowered down by the strongest/heaviest in the party. Play the odds better using the strongest/heaviest people in the party. The rope would need to be shortened (cut or clever knotting?) so the length is about five feet short from the bottom in case the person(s) doing the lowering do fail the STR check. This way the person being lowered won't go splat on the ground, but merely have some sore ribs/bruises when the rope stops their fall. Once the person is lowered all the way they just need to slip out of the loop and safely drop the few feet.
Eventually that would obviously leave the strongest person at the top for last. He/she would continue to use the rope looped under their arm pits, and rappel down.
Mind you it is a moot point as speed will now be an issue with upcoming combat, but we might want to keep this in mind if we need to go down more ropes. | | | | Joined: May 2000 Posts: 13,229 Likes: 10 Wobbly Headed Administrator | Wobbly Headed Administrator Joined: May 2000 Posts: 13,229 Likes: 10 | Aye, you'd probably tie a second rope to the climber, then hook it over an anchor (probably the same anchor used by the first rope in this case) and finally to the belayer, who'd secure it as Dugan described.
When the last man was ready, he'd leave most of rope 2 hooked over the anchor, tie himself to the short end and throw down the long end. The guys on the ground could then belay him as he climbed down rope 1.
Having the anchor between the climber and the belayer would absorb most of the shock from a fall, to avoid dragging the belayer into the crisis.
Neptune. A good point about skill, and an interesting one from a D&D perspective.
How to descend a ladder is self-explanatory, so it seems easier to the untrained, but to the trained, a rope descent is easier.
So I guess the question becomes, how much training do you need to descend a rope easily? From experience, I'd say hardly any, 10 minutes maybe, but that assumes you're physically able to.
My assumption would be that the PCs live more active lives than us, so are physically able-bodied, and have much more experience in things like climbing/ropework, animal husbandry, sewing, fieldcraft, etc.
So for a lot of that mundane stuff, I wouldn't require a roll unless it was dramatically appropriate.
I think it's as you say, the module writers are demonstrating the new rules to us, and in that respect it's very well placed. Coming to it, most groups will iron out how they want to handle the rule in the future. | | | | Joined: May 2000 Posts: 18,529 Likes: 7 Moderator | OP Moderator Joined: May 2000 Posts: 18,529 Likes: 7 | In any case, back to the game. Chandan is up. | | | | Joined: May 2009 Posts: 16,652 Likes: 16 Chaotic Obfuscator Moderator | Chaotic Obfuscator Moderator Joined: May 2009 Posts: 16,652 Likes: 16 | Going down is easy. It is the sudden stop that makes things more challenging.  I have met people who have fallen from great heights and survived with little more than bruising. So it is completely a luck of the draw element. I know a guy who fell 60 feet off a cliff and broke both ankles. He had to walk out because there was no one around to help him. Again... None of that matters, as I don't want to try it.  | | | | Joined: Oct 2001 Posts: 23,070 Likes: 12 (Buffalo) Moderator | (Buffalo) Moderator Joined: Oct 2001 Posts: 23,070 Likes: 12 | Just had to comment that this is one of the very, very few times I have ever seen the Wind Wall spell actually be useful. Nice. | | |
There are no members with birthdays on this day. | | Posts: 101 Joined: November 2023
| | Forums101 Topics2,567 Posts123,756 Members178 | Most Online296 Jan 19th, 2020 | | S | M | T | W | T | F | S | | | | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | | | |