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Switch to Forum Live View Why Use Rope deserves to be a skill
7 months ago  ::  Nov 23, 2012 - 3:53AM #171
CrowScape
Date Joined: Aug 30, 2010
Posts: 1,290
The problem with Use Rope in 3.5 is that it was worse than useless. It's very existence got in the way of the game. Want to toss that grappling hook? Did you take use Rope? Well, you can't, you should have taken it. What do you mean that you sunk those points in Swim so you wouldn't drown in three inches of water? Well, them's the breaks. you either take Use Rope and sleep with the fishes, or you accept that you will never be able to propel a metalic object over a wall without the use of a wizard.

Now, the good news was that my group could ignore it... right up until someone started taking the the damned thing. At that point, the DM had to start telling people "No, you can't do that eminently reasonable task, because that would make Ropey McRopington with his twelve ranks feel like an idiot."

The fact that Use Rope existed made every character more incompetent. Somehow, although you're journeying through untamed wilderness in hostile landscapes while forced to hold and transport hundreds of pounds of provisions and equipment, your character never picks up the skill without sinking limited resources into it. It's a marvel that the poor fighter with his 2 + dump stat mod skill points per level could tie his plate armor on in the morning, seeing as he had to put all those points in Jump to negate the -6 armor check penalty.

Now, this is more a rant against 3.x's system. Something where you're only going to ever get a +2 to a check from a skill modifier isn't that bad, and you can have these narrow-use options without making characters failures at anything they don't specialize in. But if you get beyond that, just no.
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7 months ago  ::  Nov 23, 2012 - 4:02AM #172
Gustaveren
Date Joined: Oct 27, 2012
Posts: 616
You can use "use rope skill" as an untrained dex based skill and in many cases is it just a question of trying a number of times in order to succeed.
It is only if it is very difficult walls / cliff faces or situations with a lot of timed pressure were it is really critical you succeed on the first try
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7 months ago  ::  Nov 23, 2012 - 4:07AM #173
CrowScape
Date Joined: Aug 30, 2010
Posts: 1,290

Nov 23, 2012 -- 4:02AM, Gustaveren wrote:

It is only if it is very difficult walls / cliff faces or situations with a lot of timed pressure were it is really critical you succeed on the first try



Which is where Ropey McRopington ruins everything. Never had to worry about tying ourselves to a pillar to avoid being sucked in that portal until he came along. Before, characters were competent.

But if Ropey McRopington gets a knife in his back, our rope smarts return!

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7 months ago  ::  Nov 23, 2012 - 4:15AM #174
Gustaveren
Date Joined: Oct 27, 2012
Posts: 616
It is not a game mechanic problem that your GM insist on high and not low DC's for that kind of rope use, but in general, the lack of a use rope skill would be a turn off for me regarding new rules
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7 months ago  ::  Nov 23, 2012 - 4:30AM #175
chaosfang
Date Joined: May 1, 2009
Posts: 5,046

Nov 23, 2012 -- 4:15AM, Gustaveren wrote:

It is not a game mechanic problem that your GM insist on high and not low DC's for that kind of rope use, but in general, the lack of a use rope skill would be a turn off for me regarding new rules



Except that if the GM does not take into account the guy who has a high Use Rope skill, any situation where Use Rope comes into play would make it so easy for him it'd likely *bore* him.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



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7 months ago  ::  Nov 23, 2012 - 4:42AM #176
Gustaveren
Date Joined: Oct 27, 2012
Posts: 616
That is a gaming style issue. An easy task will have a low DC in my campaigns, a difficult task will have a high DC no matter what skills the players have.
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7 months ago  ::  Nov 23, 2012 - 4:53AM #177
chaosfang
Date Joined: May 1, 2009
Posts: 5,046

Nov 23, 2012 -- 4:42AM, Gustaveren wrote:

That is a gaming style issue. An easy task will have a low DC in my campaigns, a difficult task will have a high DC no matter what skills the players have.



It still doesn't stop the PC from rendering "high DC" as laughable, but this would result in a roundabout and futile debate anyway.  Let's just say that the way 3E's skill system -- and each edition of D&D in general -- is designed, it catered specifically to a certain style of play.

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Oct 3, 2009 -- 12:36AM, MrCelsius wrote:


If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.



I Don't Always Play Strikers...But When I Do, I Prefer Vampire
Stay Thirsty, My Friends


This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery.

What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development)

Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with

The Best Answer to "Why 4E?"

Fun vs. Engaging
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7 months ago  ::  Nov 23, 2012 - 5:45AM #178
MeCorva
Date Joined: Jun 6, 2008
Posts: 774
Faer - you said that creating a background through fates system isn't appropriate, but struggled to say why.   You said "we don't do that" which is exactly the attitude I hate.  If there's a newer better system, we can't ignore it just because "it isn't d&d".  You then started talking about gns, but I don't see how that's relevant.  It really sounded like you were arguing that simulationist means picking a background from a list and making that your list of skills, instead of writing a background, and then working with the dm to determine what skills are appropriate for that background.   I just don't think we can invoke gns any time we don't like a design choice. 

Choas - fate is unique, and has a great system.  I'd recommend playing it before deciding that 13th age can replicate it.   I'm not saying you can't get into certain similar circumstances (slippery floor) but the mechanics for getting there in fate are exciting and new.  I get that simulationists here would lose their minds if d&d introduced compels, but fate has a lot of good ideas that I'm sad d&d is ignoring.   In fact, I might start a thread about it.
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7 months ago  ::  Nov 23, 2012 - 6:46AM #179
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,856

Nov 23, 2012 -- 3:53AM, CrowScape wrote:

The problem with Use Rope in 3.5 is that it was worse than useless. It's very existence got in the way of the game. Want to toss that grappling hook? Did you take use Rope? Well, you can't, you should have taken it.




Sure you could.  It was an untrained skill and throwing the grappling hook 20 feet was a DC 14 check.  Pretty easy to make even with no ranks in the skill.

    

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7 months ago  ::  Nov 23, 2012 - 6:54AM #180
faer4
Date Joined: Sep 17, 2004
Posts: 307

Nov 23, 2012 -- 5:45AM, MeCorva wrote:

Faer - you said that creating a background through fates system isn't appropriate, but struggled to say why. You said "we don't do that" which is exactly the attitude I hate. If there's a newer better system, we can't ignore it just because "it isn't d&d".



Yes, we can. The entire point of DnD Next is to create a distilled version of previous editions, but better. Bringing in mechanics from other systems is counter to that goal, especially when doing so shifts things towards Narrativism.

You then started talking about gns, but I don't see how that's relevant.



It's extremely relevant, because if you want to distill DnD, you can't alter its GNS status. That's one of the big reasons 4e failed; it abandoned the simulationist tendencies of previous editions to focus exclusively on the gamist side of things.

It really sounded like you were arguing that simulationist means picking a background from a list and making that your list of skills, instead of writing a background, and then working with the dm to determine what skills are appropriate for that background. I just don't think we can invoke gns any time we don't like a design choice.



Yeah, that's exactly what I was saying. "Simulationist" means modelling specific things within the game world; "Narrativist" means using the game to structure a story. "I am a Badass Park Ranger" is Narrativist, because it's defining your role in the story. "I have a +3 on my Survival skill" is Simulationist, because it's defining what skills you have.

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