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Would be cool to implement into the game
First you'd need to decide: can a player attach the rope only on certain points/"hooks" or anywhere they want. On hooks would be easier to implement, except that everywhere in the "levels" the designers need to built in those hooks. And probably design the areas with that in mind, or else it'd be nonsense (and that's where they opted for the nets, that are already at those certain points where a rope might be useful).
So do it the other way and attach it wherever you want. Then they'd find a way to compute the length of the rope. And does a rope have unending length or is 1 rope = 10 meters and then it stops and you fall off or can climb up again?
Then you need to give it some collision and physics so that they don't just stick into every other item and swing somewhat like you'd expect it from a rope.
And when you'd have come up with a solution for that then the animators would need to create animations for every creature in the game, climbing ropes. With humanoids it's probably not so bad but what about the shape shifts like cats and bears. And the familiars like dogs and frogs. Yes they made it for ladders and those nets, where it looks almost believable if also a bit funny, which adds to the charm, but a rope is quite a different thing. How does a badger climb a rope?
But worst of all it'd all be for nothing (therefore waste) as the game already contains a much better form of "getting down" wherever you want in form of Feather fall. Either by scrolls of potions or of course the spell which is a Ritual and doesn't need a spell slot. Who would prefer to fumble with an awkward rope system when you just can cast FF on your team and jump down however deep you need?
Plus the player would need to have ropes with them at all time, which also weigh a good bit, as ropes do. Instead of just jumping, using a FF scroll or the FF spell, that has zero weight? And are those ropes a one time use item or can the player get it back - and how would he do that if he just climbed down 10 meters? And if not are there everywhere ropes hanging around all needing computing resources with the physics and collision that would certainly have a good hit on performance if used too much.
Again it might seem "so cool" but its clunky, the logic behind (and effort to implement it) is a nightmare and on top of all that it'd make no sense as there is already a better system and no player would use that after he realizes that the other method is easier and faster to use.
And of course you won't read that many words as your horizon ended already at "want rope"...
Just do a check, like in normal D&D without a overly detail oriented DM, and let it happen.
You have a rope? Okay, jump down without damage. Success? Keep your rope. Fail? Lose your rope and take damage.
I NEED rope.