Rope trick=guaranteed short rest?

Post/Author/DateTimePost
#1

Jay_Ibero_911

Aug 26, 2014 20:07:14

Seems like this second level spell eliminates any risk of taking a short rest in any location as long as there aren't other time sensitive issues in place. Seems like a very nice spell for party wizard (or eldritch knight, or bard) to prep to help his short rest dependant allies.

#2

Rhenny

Aug 26, 2014 20:38:49

I love the spell.   It is one of those utility spells that works well to broaden the game experience and keep PCs alive and exploring in dungeons for longer periods of time.

 

As a player (and DM) so far, I love how 1 hour rests have made resting a calculated risk in a lot of areas.   Often, players won't stop, and they'll even push on knowing that they are low on resources.   Rope Trick is definitely a godsend.

 

On the other hand, the DM can use it against the PCs too.    In one playtest session, I had a Bugbear Shaman cast it and hide in it with two of his body guards.   Then, when the party came near and engaged with some other bugbears that were not in the rope trick, the Shaman casted a spell as he leaned down from the extra-dimensional space, and his body guards jumped down on top of the PCs.

#3

Psikerlord

Aug 27, 2014 4:40:31

Rope trick is a god send in the right dungeon. It's been nerfed from the original 8 hr version, thankfully. Interestingly, the class which benefits from it the least gets it on their spell list - the wizard. Go go party co-operation!

#4

Jay_Ibero_911

Aug 27, 2014 4:56:49

Psikerlord wrote:
#5

Drizzt_hunter

Aug 27, 2014 5:30:02

Psikerlord wrote:
#6

Hailrobonia

Aug 27, 2014 8:34:46

I hope DMs resist the urge to nerf it. I feel like so many utility spells (Rope Trick, Teleportation, etc.) get needlessly messed with by DMs. Is it game breaking to allow your characters to use up some resources to have a nice little rest? 

 

I also hope DMs don't houserule in the old "if you bring a bag of holding into a Rope Trick space it divides the universe by zero and you all die" rule.

#7

Jay_Ibero_911

Aug 27, 2014 9:43:45

Drizzt_hunter wrote:
#8

Yunru

Aug 27, 2014 9:45:58

Jay_Ibero_911 wrote:
(Reply to #7)

reddaemon

Jay_Ibero_911 wrote:
#10

Undrhil

Aug 27, 2014 18:26:58

So, talk about rude awakening: either the spell doesn't last long enough for a short rest or the spell makes everyone fall 15' upon them completing said short rest.

 

Think about it.  You cast this spell and have to get into the entrance.  That's one round, 6 seconds.  Then, we have one more round where someone pulls the rope up, so another 6 seconds.

 

A short rest is 1 hour long.  Not 59 minutes and 52 seconds.  I think for this to work with short rests, it would have to have a longer duration.

#11

Jay_Ibero_911

Aug 27, 2014 18:38:01

Undrhil wrote: