this post was submitted on 22 Jan 2024
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[–] Rudee@lemmy.ml 73 points 1 year ago (3 children)

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

[–] CobblerScholar@lemmy.world 47 points 1 year ago (1 children)

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

[–] Damaskox@lemmy.world 5 points 1 year ago

Yeah - I like the idea that if a character's fundamental stat is (too) low, doing basic everyday tasks would get an increased difficulty to do it right/with success. Being it talking to someone, opening a door or getting out of bed.

[–] rickrolled767@ttrpg.network 3 points 1 year ago

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

[–] DontTreadOnBigfoot@lemmy.world 29 points 1 year ago* (last edited 1 year ago) (1 children)

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.

[–] Arkaelus@lemmy.world 1 points 1 year ago (1 children)
[–] dabu@lemmy.world 5 points 1 year ago (1 children)

Sir, this is from an official rulebook

[–] Arkaelus@lemmy.world 2 points 1 year ago (1 children)

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!

[–] Jarix@lemmy.world 2 points 1 year ago

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.

[–] Zoomboingding@lemmy.world 8 points 1 year ago (1 children)

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

[–] Jarix@lemmy.world 2 points 1 year ago

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

[–] Tarcion@sh.itjust.works 5 points 1 year ago (1 children)

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.

[–] wahming@monyet.cc 4 points 1 year ago (1 children)

Is there a reason to think this isn't pf2e with unbounded accuracy? Lvl 10s just flying up the rope

[–] Tarcion@sh.itjust.works 3 points 1 year ago

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.

[–] rain@mlem.eldritch.gift 5 points 1 year ago (1 children)

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

[–] Kichae@lemmy.ca 2 points 1 year ago* (last edited 1 year ago)

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.