View Full Version : Usage of Ropes
natedogg729
12-20-2010, 01:13 PM
Playing pretty much since release I have continually heard Rogues talking about using ropes to assist party members up to hard to get to places. Reading through the Player Handbook Version 3.5 I came across the Skill: Use Rope on Page 87 and I quote:
USE ROPE (DEX)
With this skill, you can make firm knots, undo tricky knots, and bind prisoners with ropes. Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.
Use Rope DC Task
10 Tie a firm knot
10* Secure a grappling hook
15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15 Tie a rope around yourself one-handed
15 Splice two ropes together
Varies Bind a character
* Add 2 to the DC for every 10 feet the hook is thrown; see below.
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. Your DM should make this check secretly, so that you don’t know whether the rope will hold your weight.
Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check. You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don’t even make your Use Rope check until someone tries to escape. Action: Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.
Special: A silk rope (page 127) gives you a +2 circumstance bonus on Use Rope checks. If you cast an animate rope spell on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when using that rope. These bonuses stack.
If you have the Deft Hands feat, you get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds. If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.
End Quote
Now there has to be some way of implementing the usage of Grappling Hooks into DDO, whether it be allowing it in only certain places, weight checks per Use Rope check, or something.
Please feel free to add more uses because this is all that comes to mind at this very moment.
TheDearLeader
12-20-2010, 01:23 PM
Have often wondered why such a simple D&D staple, the rope, has been overlooked. Of course, they'd have to completely rework so many of their maps that have random unseen clipping to allow for this. But I do find it silly that I can't help someone up to the next level in Coal Chamber, or Chains of Flame, or something.
One extra use that I would add is allowing the rope to help someone pull a lever. Yes, I know the lever might be trapped. But instead of affixing an object to this elver and pulling it from afar, I prefer... to take it to the face? Makes no sense. One more thing that breaks from the roleplaying, thinking aspect of the game.
silvertrit
12-20-2010, 01:23 PM
Is this a argument for Heavy Armor white folks who cant jump so they have to use ropes?
I would say, their might be other things needing upgrading, those that would need ropes dont have the skills to spread out to spare in this manner. As those with skill points usuly have a decent jump already. Am seeing a few things needing to be tweaked in the fundamental level of this online game before Ropes can be used decently .
natedogg729
12-20-2010, 04:21 PM
Is this a argument for Heavy Armor white folks who cant jump so they have to use ropes?
I would say, their might be other things needing upgrading, those that would need ropes dont have the skills to spread out to spare in this manner. As those with skill points usuly have a decent jump already. Am seeing a few things needing to be tweaked in the fundamental level of this online game before Ropes can be used decently .
This would be more of an argument for the Rogues and Rangers that "scout" ahead or would like to assist the party to get around a trap that cannot be disarmed or up a cliff to farther in quests. It is not an argument for as you put it Heavy Armor white folks who cant jump, solution to that is get a Lv1 Caster to cast Jump on them or get a Potion of Jump.
TheDearLeader
12-20-2010, 04:28 PM
This would be more of an argument for the Rogues and Rangers that "scout" ahead or would like to assist the party to get around a trap that cannot be disarmed or up a cliff to farther in quests. It is not an argument for as you put it Heavy Armor white folks who cant jump, solution to that is get a Lv1 Caster to cast Jump on them or get a Potion of Jump.
Its an argument for anyone who has had to walk back three levels of a dungeon to go pick someone up (lost pug, for example), when in PnP it would have been a simple "I help my team member up" situation.
Running back through already cleared dungeons detracts from my fun of gameplay. And all 3 of my toons can self-buff to a 40 jump (jump's usefulness caps at 40, regardless at the number on the character sheet, for the nubs), including the one in Full Plate. So no.. its not about that.
TheSavage
12-20-2010, 04:39 PM
This:
http://image.spreadshirt.com/image-server/image/composition/2405245/view/1/producttypecolor/1/type/png/width/378/height/378/boondock-saints-rope_design.png
Nite_Prowler
12-20-2010, 11:30 PM
/signed
Even if you just allow ropes to be used in assisting someone up a cliff, it would save a lot of time
Rogues and Rangers should (obviously) be better at these skills than other classes
Folonius
12-20-2010, 11:35 PM
This:
http://image.spreadshirt.com/image-server/image/composition/2405245/view/1/producttypecolor/1/type/png/width/378/height/378/boondock-saints-rope_design.png
I was totally going to make a reference to this, but you beat me to it
natedogg729
12-21-2010, 12:44 PM
/signed
Even if you just allow ropes to be used in assisting someone up a cliff, it would save a lot of time
Rogues and Rangers should (obviously) be better at these skills than other classes
According to the Player Handbook v3.5 Rogues and Rangers get it as a class skill, where everyone else gets as a cross-class.
danielost
12-21-2010, 12:50 PM
you would never know if you tied the hook right or not until you throw the rope.
moorewr
12-21-2010, 12:56 PM
They'll never provide a way to throw a rope higher than you can jump, for the same reason we'll never get that 3rd level staple spell, Fly.
However, I'd really like to see the ability to lower a rope ladder. By definition you were able to jump to that spot if you can lower a rope from there. I'd suggest being able to secure one being a derivative of the mechanic trapmaking skill. Rogue love.
noneill
12-21-2010, 01:13 PM
If we get ropes we should get the other staple, the 10' pole! We can set off traps, span holes in floors etc.
Khanyth
12-21-2010, 02:20 PM
No
natedogg729
12-21-2010, 03:03 PM
No
Stop trolling forums, just saying NO in a forum could be considered trolling and is against the Terms and Conditions. To be considered as helpful you should elaborate on your answer, what are you saying no to and why.
muffinlad
12-21-2010, 05:46 PM
They'll never provide a way to throw a rope higher than you can jump, for the same reason we'll never get that 3rd level staple spell, Fly.
However, I'd really like to see the ability to lower a rope ladder. By definition you were able to jump to that spot if you can lower a rope from there. I'd suggest being able to secure one being a derivative of the mechanic trapmaking skill. Rogue love.
I like this idea. Giving someone the ability to lower rope (even when some areas would be coded to NOT do this- sandy out cropping etc.) is a nice way around 90% of the issues ropes may cause (though...the 10% may still be a deal breaker for them).
Ropes were so much an important part of our D+D game...you would have never guessed we were a bunch of fat kids...or perhaps you would have....
muffintubby
Rinnaldo
12-21-2010, 05:58 PM
/signed
Ropes are a D&D staple, and I would love to see them implemented, if just to lower down to team mates. If they had additional uses, great. There could be different qualities and lengths of rope (silk, hemp, 20', 50', 100', etc.), and they could even sell special rope types in the DDO store. They love doing stuff like that. Get on in, Turbine!
Also, I agree that it'd be awesome to see 10' poles in the game. Inventiveness and thinking your ways around stuff is one thing that is sorely lacking in this game. Perhaps these implements could help.
Lorien_the_First_One
12-21-2010, 06:02 PM
They'll never provide a way to throw a rope higher than you can jump, for the same reason we'll never get that 3rd level staple spell, Fly.
I agree. While both might have been nice if the game was designed for it, both would break the AI and much of the game content at this point
However, I'd really like to see the ability to lower a rope ladder. By definition you were able to jump to that spot if you can lower a rope from there. I'd suggest being able to secure one being a derivative of the mechanic trapmaking skill. Rogue love.
I only started asking for that after my first time up Coal.
bigolbear
12-21-2010, 06:18 PM
yup yup ypu. totaly agree.
while were at it all adventurers should start with a 10foot pole and a bag of flour too.
and vets should get 10 iron spikes and a small hammer!
oh and torches.. and cantrips.
give wizzies fly spell and wall of force too while were at it.
Some dungeons need a bit of a redesign - for example a one way force/elemental barrier on the top of the crucible maze. and for game balance id recomend the fly spell disabling casting of other spells, or at least increasing their cost.
Let rogues lock doors as well as unlock them, let any character strong enough smash open chests and locked doors (but u loose xp bonus or loot for this).
Allow players to aid each other with skill checks - so you can make that hard jump if you act as a team.
Fact is I realy wish ddo handled these things but the development cost in terms of dungeon redesign and the opportunities for bypassing large parts of quests is huge. I hope that one day it will come bit by bit of course like the ai improvements and spell selection.
We do have to remember tho that ddo isnt pen and paper - the main difference is that our DM isnt present to moderate the challenges based on the individual needs and abilities of the group.
natedogg729
12-21-2010, 09:31 PM
yup yup ypu. totaly agree.
while were at it all adventurers should start with a 10foot pole and a bag of flour too.
and vets should get 10 iron spikes and a small hammer!
oh and torches.. and cantrips.
give wizzies fly spell and wall of force too while were at it.
Some dungeons need a bit of a redesign - for example a one way force/elemental barrier on the top of the crucible maze. and for game balance id recomend the fly spell disabling casting of other spells, or at least increasing their cost.
Let rogues lock doors as well as unlock them, let any character strong enough smash open chests and locked doors (but u loose xp bonus or loot for this).
Allow players to aid each other with skill checks - so you can make that hard jump if you act as a team.
Fact is I realy wish ddo handled these things but the development cost in terms of dungeon redesign and the opportunities for bypassing large parts of quests is huge. I hope that one day it will come bit by bit of course like the ai improvements and spell selection.
We do have to remember tho that ddo isnt pen and paper - the main difference is that our DM isnt present to moderate the challenges based on the individual needs and abilities of the group.
Good point on the quest redesign for quests already in the game, but if you ask veteran players a lot of those quests NEED to be rethought out due to new material and players coming into the game since they were first designed. Turbine can and has done it in the past just look at the Korthos Island quest chain, most of that used to be where Inspired Quarter is now, they just changed a few things in those quests to make it work for new additions to the game.
Nite_Prowler
12-22-2010, 12:58 AM
They'll never provide a way to throw a rope higher than you can jump, for the same reason we'll never get that 3rd level staple spell, Fly.
However, I'd really like to see the ability to lower a rope ladder. By definition you were able to jump to that spot if you can lower a rope from there. I'd suggest being able to secure one being a derivative of the mechanic trapmaking skill. Rogue love.
+1
Good idea, if for no other reason than to help someone back up that fell down
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