
![]() |

In the equipment section, they don't describe how long the rope is. Now, you might say "the rope in the climbing kit is 50 ft., so the rope sold on it's own is 50ft" .
But, if you look at the prices of the climbing kit and the solitary rope, they are the same price (at 0.5 gp each). If you don't get the climbing kit, you literally waste money on buying the solitary rope (supposedly at 50 ft) because you don't get the other nick-nacks that the climbing kit gives you.
This makes me believe that the solitary rope is longer than the one in the climbing kit (especially with the price hike, I would be , but when it comes to GM's that is completely debatable (which could screw you over in certain situations).
In summation, what is the lenght of the solitary "rope" from the core rulebook?

CrystalSeas |

In summation, what is the lenght of the solitary "rope" from the core rulebook?
2nd printing errata: 50 ft.
If you don't want to accept "50 ft" as an answer, then you're going to have to negotiate with your GM for something you both agree to.
For what it's worth, in all the Iconics Level 1 pregens, the length of rope they carry is 50 ft, and it's priced at 5 sp
Edit:
I need to recheck that. They may be equipped with an Adventurer's Pack.
Edit edit:
Yep, Adventurer's Pack is .70; bought separately is 1.27 (now discounted to 1.19 with free belt pouches)
So, we're no further along than we were. But, given that the Adventurer's Pack contains items from the equipment list, it's evidence that the equipment list rope is 50 ft long.
Which means we're still in the "Ask your GM" territory. If I were your GM I'd not want to waste my time arguing and would simply tell you it was 50 ft and don't bring it up again.

![]() |
1 person marked this as a favorite. |

Another compelling argument is that an Adventurer's Pack also explicitly includes 50 feet of rope.
That said, I honestly have no idea what the real answer is. Personally, I've never seen it come up since everyone buys the Adventurer's Pack, and with 50 feet of rope coming with that, I've never seen anyone want more.
It should definitely be stated somewhere and isn't, though.

CrystalSeas |

Could Anyone tell me the reason why the solitary rope is the SAME price as the climbing kit?
It's a game. There doesn't need to be a reason, much less a singular one.
Take your pick from the following:
The manufacturer of climbing kits only sells 50ft coils of rope if kits get disassembled. They prefer selling complete kits, and it's much more hassle to find and sell single ropes.
Game designers don't want to mess with tiny details that don't impact the actual game.
This is a fantasy story telling game, not an economics game. Financial consistency isn't relevant.
Gold only matters if it has more than three zeros following the digits. If it's within 100 gp, it's close enough for government work. Everything else is just rounding error.

![]() |

The rope on its own is lighter than the climbing kit (the former is L, the latter is 1 Bulk). So that's something, I guess.
Maybe the climbing kit gets a discount for a bunch of things being sold together? Some other stuff gets that, and even assuming a full 5 sp for the rope, the total price of all the stuff in the climbing kit is only something like 9 sp if you bought it all separately.

![]() |
1 person marked this as a favorite. |
Maybe the climbing kit gets a discount for a bunch of things being sold together? Some other stuff gets that, and even assuming a full 5 sp for the rope, the total price of all the stuff in the climbing kit is only something like 9 sp if you bought it all separately.
At this point, you are buying the rope, and getting EVERYTHING ELSE free. I might as well buy only climbing kits and just leave everything but the rope home.

![]() |

The Post from "Rocnaw" is mine, the default is messing up. But, to prove my point a little bit further here are two very logical things you can do with climbing kits:
1.) don't buy the solitary rope. Buy climbing kits (the same price as a single 50 ft rope) and leave everything but the rope home.
2.) buy climbing kits. Keep the rope, sell every thing else. Free money.
There is no point to the single rope and the climbing kit to be the same price.

PossibleCabbage |

I think the rope being the same price as the climbing kit is to avoid the situation where there is disagreement about "what do you mean, I don't have the stuff I need to climb this? I have rope, and what else could you possibly need" when someone else at the table has a background in crevasse rescue and can list off a hundred different things you might want before climbing up or down something.
If you're interested in climbing, buy the climbing kit- it has all the things you need (including rope).

![]() |
1 person marked this as a favorite. |
I think the rope being the same price as the climbing kit is to avoid the situation where there is disagreement about "what do you mean, I don't have the stuff I need to climb this? I have rope, and what else could you possibly need" when someone else at the table has a background in crevasse rescue and can list off a hundred different things you might want before climbing up or down something.
If you're interested in climbing, buy the climbing kit- it has all the things you need (including rope).
The point I am trying to show is the the rope (by itself) is a money trap.
If you don't want to deal with a climbing kit: buy a climbing kit, take the rope out. then if you find out you need it, put the kit back together and then be on your way.
If you want the climbing kit and an extra rope: buy two climbing kits. take out one rope out of a climbing kit, and store the rest somewhere else (or sell the remaining individual pieces as you travel).
Rinse and repeat for any other iteration.
I understand that this is a some what small detail, but I feel this could have been addressed easily. Just make the solitary rope cost less. Or, the climbing kit cost more.
As a GM, this will cause unnecessary arguments at tables (more specifically the selling back the extra parts that aren't rope in the climbing kit), that can be fixed with either a clarification on what type of rope is in the climbing kit, or a change in prices.

![]() |

PossibleCabbage wrote:
If you want the climbing kit and an extra rope: buy two climbing kits. take out one rope out of a climbing kit, and store the rest somewhere else (or sell the remaining individual pieces as you travel).
I forgot to add that you could keep the remaining parts of the dissected climbing kit as extras when some situation came up that would make you lose parts.

![]() |

PossibleCabbage wrote:
If you want the climbing kit and an extra rope: buy two climbing kits. take out one rope out of a climbing kit, and store the rest somewhere else (or sell the remaining individual pieces as you travel).
I forgot to add that you could keep the remaining parts of the dissected climbing kit as extras when some situation came up that would make you lose parts.
Another point to reinforce you losing money on solitary ropes.

![]() |
1 person marked this as a favorite. |

It's pretty clearly an error of some sort. Given that it's an error that amounts to maybe 2 silver pieces in practice, it's not that big a deal, but it's an error nonetheless.
In my own games, I've just added to my House Rules document that a rope alone is only 3 silver pieces. But for PFS or something like that it's just not that big a deal.

BishopMcQ |
The Post from "Rocnaw" is mine, the default is messing up. But, to prove my point a little bit further here are two very logical things you can do with climbing kits:
1.) don't buy the solitary rope. Buy climbing kits (the same price as a single 50 ft rope) and leave everything but the rope home.
2.) buy climbing kits. Keep the rope, sell every thing else. Free money.
There is no point to the single rope and the climbing kit to be the same price.
An earlier edition of Shadowrun had the same problem where a survival knife included a free trauma patch. The trauma patch was more expensive than the knife when bought on its own. Mistakes get made. Maybe it will get fixed in the next round of errata, or maybe it will be considered minor enough to not worry about.
I've had plenty of players/characters buy the kit for their class and then throw out the iron pot when they realized the party had 5 of them, and lived almost exclusively in Inns and Taverns. Same with the torches after the Light spell and Everburning torches become common. No one has ever asked about how many copper they could get for selling the pot.

Kennethray |
The Post from "Rocnaw" is mine, the default is messing up. But, to prove my point a little bit further here are two very logical things you can do with climbing kits:
1.) don't buy the solitary rope. Buy climbing kits (the same price as a single 50 ft rope) and leave everything but the rope home.
2.) buy climbing kits. Keep the rope, sell every thing else. Free money.
There is no point to the single rope and the climbing kit to be the same price.
I'm not sure how others run it but I run it where buying and selling takes time. Normally a day of downtime unless its like a single specific item. With this it would take at least a day to buy climbing kits, take them apart and then find someone to buy the parts with a chance of noone wanting to buy, you would make more with earn income.

Qaianna |

Founder of Wolfburg wrote:The Post from "Rocnaw" is mine, the default is messing up. But, to prove my point a little bit further here are two very logical things you can do with climbing kits:
1.) don't buy the solitary rope. Buy climbing kits (the same price as a single 50 ft rope) and leave everything but the rope home.
2.) buy climbing kits. Keep the rope, sell every thing else. Free money.
There is no point to the single rope and the climbing kit to be the same price.
An earlier edition of Shadowrun had the same problem where a survival knife included a free trauma patch. The trauma patch was more expensive than the knife when bought on its own. Mistakes get made. Maybe it will get fixed in the next round of errata, or maybe it will be considered minor enough to not worry about.
I've had plenty of players/characters buy the kit for their class and then throw out the iron pot when they realized the party had 5 of them, and lived almost exclusively in Inns and Taverns. Same with the torches after the Light spell and Everburning torches become common. No one has ever asked about how many copper they could get for selling the pot.
Makes sense. About that point it's probably trivial and you may as well donate them to charity. On an unrelated note, I do like the Adventurer's Pack/Kit.

Nocte ex Mortis |

An earlier edition of Shadowrun had the same problem where a survival knife included a free trauma patch. The trauma patch was more expensive than the knife when bought on its own. Mistakes get made.
Ahhh, Shadowrun 2E. Spend your starting Nuyen buying 2000 survival knives, sell the Trauma Patch separately, fund your Wired Reflexes plus Reflex Trigger, Delta grade, and have enough left over to get your Barrett .50 cal plus 3000 rounds of explosive ammunition and a Smartlink level 2.
Not that I ever did that, of course. <.<