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.
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!
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
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
I love XPtolevel3’s newish video about this problem
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 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.
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.
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.
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