You guys clearly forgot how hard it was to get up that rope in gym class.
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?
Pretty sure the consequence of failing to climb the rope is 1d6 bludgeoning damage per 10 feet fallen
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.
Then you get 1d6 dmg for every 10 foot fall. Which is 0, because you fell a foot.
In boots it is quite easy (if time consuming) to worm your way up by wrapping the rope on one foot and stepping on it with the other.
Or cast Burning Hands as a bonus action
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.
Yeah my scrawny ass flew up that thing then let go from to top to fall into the big fluffy mat
Am I an adventurer or a fucking high schooler?
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.
10 is the average stat for an adventurer, not for an average human
Commoner has a 10 in every stat.
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.
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
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
I love XPtolevel3’s newish video about this problem
I’ve always liked this skill check reference guide.
It does put free climbing an unknotted rope at 15.
A knotted rope or a rope+wall to brace against is set at 5.
Stolen, thank you!
Sir, this is from an official rulebook
It is, indeed, but my hardcover doesn’t lend itself well to link sharing:)) You bet I’ma steal every neat table I can find online!
Humble bundle sometimes has rpg book bundles. Worth keeping an eye out for if you want to have a searchable digital copy for ease of use.
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
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
Well, if you can’t beat the Level 1 DC, I don’t think you should attempt to climb the rope. https://2e.aonprd.com/Rules.aspx?ID=554
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.
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.
Is there a reason to think this isn’t pf2e with unbounded accuracy? Lvl 10s just flying up the rope
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.