| Devilkiller |
The Break DC for 1 inch hemp rope is 23. I don't see anything regarding ropes of other diameters though. I figured that maybe the Break DC for items would increase by a set amount per inch of thickness, but while some items seem to go up by +2 per inch others vary. Doors gain +3 for the first half inch of additional thickness and +7 for the next half inch (perhaps because they're assumed to have some additional iron bands or something?)
I'm thinking of adding +2 for the extra inch of thickness and another +2 for being a "masterwork" rope since masterwork manacles gain a +2. The purpose here is to use the rope as a whale line for darting whales with harpoons. I guess similar questions could come up for other items and materials though. Should it be assumed that +1 unit of thickness equals +2 Break DC? This isn't a critical game balance issue but could come up in campaigns where the DM wants to include some "Kool Aid Man" or "Schlitz Malt Liquor Bull" moments.
| InvisibleMouth |
The Break DCs don't make a lot of sense. The DC for breaking manacles is 26, and 28 for masterwork manacles, but only 24 for bending iron bars. I have broken chains before (when pulling things, by accident) but I couldn't imagine bending the kind of iron bar used in storm grates, prison cells, etc.
That said, if you want to stay consistent with the current DCs, you could go with:
Break 1/2" rope: DC 21
Break 1" rope: DC 23
Break 1.5" rope: DC 25
Break 2" rope: DC 27
Add +2 for any masterwork ropes.
Remember that 2" rope weighs 4 times as much as 1" rope. I don't think it's the kind of stuff anyone would be attaching to a harpoon.
Lincoln Hills
|
I'm not sure using the fixed burst DC in a harpooning situation is the best way to apply the rules to this situation. Remember that in whaling, you don't need a cord that's impossible for the whale to break: it only needs to be strong enough to tow the whaleboat. In cases where target and foe are both on solid ground with leverage, you'd probably want the harpooner rolling to beat the target's CMD to 'tow' him. Essentially, use the Drag maneuver, but with the proviso that if the attacker's CM check or the defender's CMD is above the rope's burst DC, the rope snaps and the Drag fails.
| Devilkiller |
I wasn't able to check back on this until now. It turns out that I misread the bit on whaling lines and the rope used was 2 inches in circumference, not diameter. That obviously wouldn't have a high enough burst DC to give a whale any chance to fail at breaking it, but as Lincoln Hills points out, you're not trying to tie the whale to a post or anything, so maybe the leverage isn't there to make breaking the rope an issue.
Perhaps I'll just give the whale a Reflex save with a DC of 10+damage dealt to avoid getting "stuck" by the harpoon when hit and DC 20+damage dealt to get it out afterwards. I guess a nat 20 would always get the harpoon out and a nat 1 would mean it is stuck in the whale at least semi-permanently.
These probably aren't great rules to simulate whaling, but I figure that getting the PCs in boats throwing harpoons will be more fun than having them just hit the whale with spells and greatswords. An allied Sorcerer is willing to Bestow Weapon Proficiency with harpoons on them, so we'll see how it goes.
| JTibbs |
a 2 inch thick hemp rope?
Yeah... a character smaller than an adult dragon isn't EVER going to be able to break that without a cutting tool.
They can withstand a working load of a couple tons.
Even your raging, steroid shooting 400lb half orc barbarian isn't going to be able to break a 2 inch thick hemp rope unless its severely rotten and sun bleached.
This is the kind of rope you would tie up ships with...
Someone is more likely o give themselves a hernia trying to break it than ever actually do it any damage..
Now the game rules are entirely different though.
As far as a whale goes, the harpoon is going to rip itself free of the whale before the rope breaks. WELL before it breaks.
Lincoln Hills
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Boring Historical/Economic Fact of the Day: By the time rising demand for whale oil made commercial whaling profitable, hemp was no longer the fiber of choice. Sailors and whalers alike preferred manila (crafted from an Indonesian plant) when it was available, although often sisal (crafted from henequen, a plant discovered in the New World) was used because the demand for manila rope was greater than the supply. Eventually, technology enabled the production of nylon rope that was cheaper and more seawater-resistant than natural fibers, and the manila and nylon industries collapsed. Hemp cultivation continued, for reasons which I'm sure are totally, totally mysterious.
| Devilkiller |
Yeah, I'd read about the use of manila, which is one reason I was going to give the rope +2 for being "masterwork". I ended up trashing the idea of the rope breaking and went with Reflex saves instead.
It turned out that nobody managed to hit the whale with a thrown harpoon anyhow. In fact, once the whale bit somebody for about 80 damage all of the PCs but one flew up to about 60-70 feet in the air to get away from it. The remaining PC's whale boat got capsized by a "smashing breach", but he did manage to stick the whale with a harpoon in melee. Next session he might end up doing some water skiing.
The players were laughing and shouting "Dicky Moe!" a lot, so I think they're enjoying the themed encounter even though I might have made the whale's offense a little too powerful. Maybe I'll give the party a little extra treasure to cover any Raise Dead expenses which might come up. Perhaps I'll also buy a Fudgie the Whale cake to celebrate their victory.