Let's talk about Rope!

Three_Haligonians

First Post
Ah Rope, item of a million uses. Well.. maybe not that many but it is very versatile. So much in fact that I've begun to wonder just how much can rope take.. and how to reflect it in D&D.

First some basics:

Rope comes in two varieties (more if you go looking outside the core rules..) Hemp and Silk.

Hemp: It has 2 hp, 0 hardness and can be burst with a DC 23 Str check.
Silk: It has 4 hp, 0 hardness and can be burst with a DC 24 Str check. It also grants a +2 circumstance bonus on Use Rope checks.

It is the Str check to burst that I'm really interested in. It makes perfect sense if your character has been bound by the villain and you say "Can I make a Str check to burst these ropes to get free?" But what about if it's just a coil on the ground - surely it is harder to burst rope that is loose than rope that is taut.

What about this situation, we've all seen it in the movies: Hero or Villain has one foot in a coil of rope, the other end is attached to something large and heavy and inevitably.. it falls. We watch as either a) the hero frantically scrambles to cut the rope and succeeds OR b) the villain tries and fails - getting pulled off the edge.

How would you work out that situation in your D&D game? It is conceivable that maybe the character is strong enough to handle the weight and so instead of getting dragged around, they are simply tethered somewhat. In that case, how do you determine if the rope is strong enough? It is possible that the rope will snap instead (being the weakest link of the three: the character, itself, and gravity).

In fact, that kind of thing could happen simply when too much weight is put on rope in the first place. The party is busy climbing a rope, the enemy starts to climb after them.. suddenly there is too much weight on the rope and it strains. No one is actively trying to "burst the rope" in this situation, but it could happen.. who is making the DC 23 Str check here?

The reasons I ask these questions is not to further complicate D&D sessions with extra rules, or bog down game play with the application of physics. I'm trying to work this out so that in my games I can throw out those nifty cinema-esque scenes. I'd like to hear my players say something like "remember that time with the rope and the statue.. man that was cool!"

Your thoughts are welcome, and encouraged.

J from Three Haligonians
 

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A feat of strength can burst the rope to save a characters life. The same amount of strength should burst the rope regardless if the situation is good or bad for the character.
Three_Haligonians said:
In fact, that kind of thing could happen simply when too much weight is put on rope in the first place. The party is busy climbing a rope, the enemy starts to climb after them.. suddenly there is too much weight on the rope and it strains. No one is actively trying to "burst the rope" in this situation, but it could happen.. who is making the DC 23 Str check here?
Look what STR it takes to break a rope taking 20. DC 23 is a STR of 16. So to me it is reasonable that the load a STR 15 could bear is safe for the rope, while the load a STR 16 could bear might break the rope. Looking at what that STR can lift and stagger around with tells me the danger zone is 400 to 460LB {Double the normal max load for a STR 16]

So a load 400-460 LB has a 5% chance of breaking the DC 23 rope..

Some may say this is too low, but with a feat of strength you can burst the rope. The same amount of strength should burst the rope whether the situation is good or bad for the character. Now to achieve a happy medium, Have the load on the rope take 10 at most times.

However on the round the rope is exposed to a major jarring, roll the STR check. All other times the "taking 10" result is used. Thus a hemp rope has a safe use of 400 LB and if no funny business is going on it can handle 2800 LB.[/I]

460 Lbs. has as an effective breaking STR of 16 +3
520 Lbs. has as an effective breaking STR of 17 +3
600 Lbs. has as an effective breaking STR of 18 +4
700 Lbs. has as an effective breaking STR of 19 +4
800 Lbs. has as an effective breaking STR of 20 +5
920 Lbs. has as an effective breaking STR of 21 +5
1040 Lbs. has as an effective breaking STR of 22 +6
1200 Lbs. has as an effective breaking STR of 23 +6
1400 Lbs. has as an effective breaking STR of 24 +7
1600 Lbs. has as an effective breaking STR of 25 +7
1840 Lbs. has as an effective breaking STR of 26 +8
2080 Lbs. has as an effective breaking STR of 27 +8
2400 Lbs. has as an effective breaking STR of 28 +9
2800 Lbs. has as an effective breaking STR of 29 +9
3200 Lbs. has as an effective breaking STR of 30 +10
3680 Lbs. has as an effective breaking STR of 31 +10
4160 Lbs. has as an effective breaking STR of 32 +11
4800 Lbs. has as an effective breaking STR of 33 +11
5600 Lbs. has as an effective breaking STR of 34 +12
6400 Lbs. has as an effective breaking STR of 35 +12
7360 Lbs. has as an effective breaking STR of 36 +13
8320 Lbs. has as an effective breaking STR of 37 +13
9600 Lbs. has as an effective breaking STR of 38 +14
11200 Lbs. has as an effective breaking STR of 39 +14
12800 Lbs. has as an effective breaking STR of 40 +15
14720 Lbs. has as an effective breaking STR of 41 +15
16640 Lbs. has as an effective breaking STR of 42 +16
19200 Lbs. has as an effective breaking STR of 43 +16
22400 Lbs. has as an effective breaking STR of 44 +17
25600 Lbs. has as an effective breaking STR of 45 +17
29440 Lbs. has as an effective breaking STR of 46 +18
33280 Lbs. has as an effective breaking STR of 47 +18
38400 Lbs. has as an effective breaking STR of 48 +19
44800 Lbs. has as an effective breaking STR of 49 +19

In the odd occurrence that a 30000lb load is suddenly forced onto the rope and it holds, remember that is just for a single round, next round when the load starts "taking 10" ropes a goner. Assume fate smiled on that moment allowing for the party to have a few seconds to use magic to save the load or to get out of the way.
 
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Question: Is the "burst" DC based on a single strand of rope? Because if a person is tied up with multiple loops around them, I think the DC should be higher. There comes a point where no matter how strong you are you can't break free if tied up properly...
 

"Well, name one thing you're gonna need this stupid fuggin' rope for"

-Boondock saints




I'm sorry...I couldn't resist. Best. Movie. Ever.
 


I would say that the rules are for a single coil of relatively light rope - say 1/2". A 460 lb. test rope is probably closer to 1/4". We could get the h.p's, break DC's, and such by extrapolating on frankthedm's handy table, using the rule that doubling the width quadruples the test and h.p.'s of the rope.

Personally, I think that frankthedm's suggestion that a rope be broken at well below its normal test (5% chance of a DC 23 rope breaking with 460 lbs.) should only apply to old, worn, rope or to rope which is stressed (such as a falling weight).

Falling weights apply a force roughly five times thier weight to rope when they come to a stop, and because of the jerk, they should cause a break chance. Swinging weights apply a force roughly three times thier weight, and if this exceeds the ropes 'test' it should cause a break test. A rope which is being used to slowly lift a weight which is less than its test shouldn't have to make a break test unless the rope is old, dirty, worn, rotten, or defective.

To determine if a rope is in danger of breaking at below its test, you can make an appraise check against the ropes break DC. You may add +2 to your appraise check if you are trained in craft (rope) or +6 if you have at least 5 ranks in craft rope. You may also add +2 to your appraise check if you have at least 5 ranks of Use Rope (3.0 rules), or any profession which depends heavily on rope (sailor, teamster, etc.). Success indicates you realize that the rope is becoming dangerous to use, or that it is defective and should not be used/purchased at all. You may take 20 on the appraise check and spend 10 minutes checking the rope, and most professional rope users and climbers will do exactly that.

I personally prefer keeping Use Rope a skill. Tetsubo is right to point out that a person well tied up has a harder time breaking the rope. Presumably, when tying someone up, the better your check the better (more loops, whatever) you do tying them, allowing you to increase the DC of breaking out.
 

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