How would you all rule this? In my last session, a player tied a rope around a stalagmite so that here party members could climb the wall more easily. I let her roll a Sleight of Hand check to see how well she did. She only rolled a 9, her character knew she didn't great so she opted to hold the rope as well to help the others climb.
However, now the party members on top have gotten into initiative, with 1 person still at the bottom of the wall who doesn't know that the rope isn't secure anymore. I have no experience with how to rule any of this. I decided that climbing with the rope would give the players advantage on their Athletics checks, but now that the rope isn't held by anyone, what would you do? Maybe do some check to see whether or not the rope will come loose? And what would that do with the Athletics check of the last person?
I think I find that too arbitrary, I would like to have this as a standard house rule now.
What I have so far is that the Sleight of Hand check has a DC 15. If they meet that, the rope is secure and they get advantage.
If they don't meet that DC, I'm thinking of something like checking the Athletics check versus the Sleight of Hand check, and letting them do a Dexterity check or something? I'm not entirely sure yet, just brainstorming here, but somewhere I'm thinking of putting in something that the difference between 2 of those checks is the DC for the 3rd check? What do y'all think?
Another option might be that the Dexterity check has to beat or succeed the Sleight of Hand check by a certain amount? Like narratively, the higher your Dex check, the better you're able to keep the rope steady and not wriggle it loose.
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How would you all rule this? In my last session, a player tied a rope around a stalagmite so that here party members could climb the wall more easily. I let her roll a Sleight of Hand check to see how well she did. She only rolled a 9, her character knew she didn't great so she opted to hold the rope as well to help the others climb.
However, now the party members on top have gotten into initiative, with 1 person still at the bottom of the wall who doesn't know that the rope isn't secure anymore. I have no experience with how to rule any of this. I decided that climbing with the rope would give the players advantage on their Athletics checks, but now that the rope isn't held by anyone, what would you do? Maybe do some check to see whether or not the rope will come loose? And what would that do with the Athletics check of the last person?
Flip a coin: heads the rope stays secure and they get Adv, tails it falls as soon as they pull on it and have no Adv.
I think I find that too arbitrary, I would like to have this as a standard house rule now.
What I have so far is that the Sleight of Hand check has a DC 15. If they meet that, the rope is secure and they get advantage.
If they don't meet that DC, I'm thinking of something like checking the Athletics check versus the Sleight of Hand check, and letting them do a Dexterity check or something? I'm not entirely sure yet, just brainstorming here, but somewhere I'm thinking of putting in something that the difference between 2 of those checks is the DC for the 3rd check? What do y'all think?
Another option might be that the Dexterity check has to beat or succeed the Sleight of Hand check by a certain amount? Like narratively, the higher your Dex check, the better you're able to keep the rope steady and not wriggle it loose.