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Thread: RAI Nerf on Rope Trick? [3.5]
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2010-01-13, 03:09 AM (ISO 8601)
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RAI Nerf on Rope Trick? [3.5]
So everyone knows of the juiced and condensed AWESOME that is rope trick, the spell which ensures your party never has to worry about setting a watch ever again. From 5th level on, you and up to six of your friends are completely invulnerable to any CR appropriate encounter for all the time you need to rest and regain spells. Yippee!
Except there's a troubling "note" at the bottom of the spell description. To wit:
Originally Posted by srd
So we're forced to look elsewhere for examples of extradimensional spaces and how they interact with one another. First, we learn that the term extradimensional space and nondimensional space are effectively interchangeable, since different descriptions of the same effect often substitute one term for the other casually. Which brings us to this little gem:
Originally Posted by srd
So, given the note that it's hazardous to place one extradimensional space into another, and the example provided by the portable hole/bag of holding fiasco, what does that mean when you waltz into the extradimensional space created by a rope trick with a bag of holding/portable hole/handy haversack/quiver of the woodlands/etc. in your possession?Minstrel Emeritus of the Elan Fan Club
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2010-01-13, 03:10 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Absolutely nothing, if WotC articles on the subject are to be believed.
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2010-01-13, 03:13 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
RAI seems to disagree with your conclusion.
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2010-01-13, 03:14 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Link me, if you can. I don't doubt you at all, but I have to think that if they went to the trouble of including a special note in the description for a spell, that they meant something by it. They include a note that it's dangerous, but never give any example of how. It's infuriating, since it seems to hint at a much needed limiting factor on the utility of the spell, but never gives any kind of detail on the nature of the "hazard" that they make a point of noting.
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2010-01-13, 03:15 AM (ISO 8601)
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2010-01-13, 03:17 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Of those, only the portable hole is an extradimensional space. The others are nondimensional spaces. (Quibbling? Well, if they bother to make the distinction I'll bother to note it.)
The interaction of bags of holding and portable holes, and any other notes about the "hazards" of extradimensional spaces, are just legacy details, not an attempt at careful balance.
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2010-01-13, 03:25 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Yeah. This subject has pretty much been talked to death in other threads.
The vague text is just a leftover from previous editions, that should have been edited out but wasn't. If you feel the need as a GM, it's an excuse to mess with your players but a flimsy excuse at best. If you're a player then ask your GM - or better yet, don't, since if you don't bring it up they'll probably never even remember it and won't use it against you.
It's best overlooked and ignored; any specific side-effect is a house rule you should make clear to your players.I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
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2010-01-13, 03:25 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
I never drew a definitive conclusion, only suggested that the entry for rope trick spoke of hazards, and the only similar discussion in the entirety of the SRD spoke of rifts to the Astral Plane, which seem plenty hazardous to me.
Someone at Wizards put that note there for a reason, even if it was never elaborated upon. Skip Williams, on the other hand, seems to think its inclusion should have been errata'd away, since he suggests you ignore it. My guess is that someone else on the design team disagreed.
I honestly don't know what to make of it. I love me some rope trick, although I've pissed more than a few DMs off with it when I completely bypassed the entire notion of an ambush. Let's face it, the spell as written does a whole lot to elevate the power level of arcane casters, since it completely removes one of their primary weaknesses: the need to rest to regain spells when such rest may be "hazardous."Minstrel Emeritus of the Elan Fan Club
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2010-01-13, 03:58 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
1) RAI nerfing is wonderful. It's like Obi-wan; its our only hope
2) RAW quibbling usually isn't that useful for nerfing unless there is a wide consensus.
3) for the OP:I recommend that you ignore this reference. Your campaign won't be improved if rope trick effects implode when someone carries a bag of holding or portable hole inside. A Mordenkainen's magnificent mansion should likewise prove benign if someone carries a bag of holding or portable hole inside.
4) on an unrelated note what kind of evil person doesn't like bunnies!?When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends)
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2010-01-13, 04:14 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
My DM ruled that it's okay to bring a Bag of Holding into an Extradimensional Space just as long as you don't open it.
Just throwing that out there.
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2010-01-13, 07:24 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
If a wizard would bring a extradimensional item into a Rope Trick (and I when I haven't banned this spell for whatsoever reason) in a game run by me, I would probably kill the wizard in the most cruel and unusual way I can think of, make sure it was pretty memorable, so that the players will insitinctively shun away from doing so ever again, and rejoice.
But then again, killing wizards is often a very valid solution for many of the most nefarious issues in the D&D rules. It may not be the solution for every problem, but it is so satisfying.
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2010-01-13, 07:26 AM (ISO 8601)
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2010-01-13, 07:33 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
You kill him in the most cruel and unusual way you can think of.
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2010-01-13, 07:45 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
I usually only make it hazardous if an extradimensional space is opened within another extradimensional space. But my RAISS (Rules as I say so) for hazardous is a little more extreme. Something about quantum foam and summoning things from the Far Realm...blah, blah...Colour Out of Space...blah, blah...Cthulhu rising from his rest...blah, blah...
Originally Posted by The Doctor
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2010-01-13, 07:46 AM (ISO 8601)
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2010-01-13, 07:51 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
How about when the DM is being abusive?
But there is no obligation whatsoever to condescendingly treat the players like small children who cannot stand a setback or must be pampered at all time, and in D&D, death is usually not that much of a setback at all.
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2010-01-13, 07:56 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Originally Posted by The Doctor
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2010-01-13, 08:00 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Seems to me that reminding a player of what his character, as a wizard, would surely know - that (in the world you're running) a common type of magical item will explode if he combines it with the spell he's just cast - is a long way from condescending to or pampering your players. It's the kind of thing that a player is a lot more likely to forget than is his character.
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2010-01-13, 08:17 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Originally Posted by Kamikasei
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2010-01-13, 08:23 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Originally Posted by The Doctor
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2010-01-13, 08:33 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
If you warn the players once, at the start of the game, I would say that's not really sufficient warning - "what you're about to do will cause an explosion, and your characters would bloody well know it" is the sort of thing that bears repeating every time it comes up. If you warn the players every time they're about to bring a portable hole in to a rope trick, then I'm not sure why you bothered to mention the scenario - I suppose there are players out there who'd say "I don't care, my character does it anyway!", but who cares what happens to them in that case?
But you're exaggerating your opposition here - when you say you'd kill the character "in the most cruel and unusual way you can think of" and "rejoice", because it's "satisfying", yeah, that sounds like fair grounds for an accusation of bad and abusive DMing.
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2010-01-13, 08:40 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
Enjoy. Not the same article linked above.
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2010-01-13, 08:45 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
In my group, the DM/Chronicler/Narrator/Storyguide/GM takes all character sheets between sessions.
In my case, I'd warn them at least once in the session, and make sure that there is a warning on their character sheet after the session.
If they don't remember that it's a big mistake to do that sort of thing then, they are fair game.Last edited by lesser_minion; 2010-01-13 at 08:47 AM.
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2010-01-13, 08:49 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
As far as I am concerned, the wizard would be entitled a skill check before he writes the Rope Trick spell into his spell book, and again when he casts the spell for the first time or so.
But you're exaggerating your opposition here - when you say you'd kill the character "in the most cruel and unusual way you can think of" and "rejoice", because it's "satisfying", yeah, that sounds like fair grounds for an accusation of bad and abusive DMing.
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2010-01-13, 08:54 AM (ISO 8601)
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2010-01-13, 08:57 AM (ISO 8601)
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2010-01-13, 09:01 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
It's not the same article as linked to above!
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2010-01-13, 09:09 AM (ISO 8601)
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2010-01-13, 09:20 AM (ISO 8601)
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Re: RAI Nerf on Rope Trick? [3.5]
That doesn't mean that it was an error. It truly isn't the same article...
Last edited by dsmiles; 2010-01-13 at 09:20 AM.
Originally Posted by The Doctor
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2010-01-13, 11:23 AM (ISO 8601)
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