Baldur's Gate 3

Baldur's Gate 3

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Marmarmar34 Oct 20, 2023 @ 9:29am
Let us climb down with rope
There's been so many cases where you can stack boxes to either climb or jump up to higher spots, but not jump or climb down without taking damage. I fail to see how using rope can't be implemented.
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Showing 1-13 of 13 comments
Supply Slut Oct 20, 2023 @ 9:49am 
Yes please. We have the ability to climb down certain surfaces - I’m convinced they intended rope to be useful but ran out of time to implement it.
Humpenstilzchen Oct 20, 2023 @ 9:50am 
+1
skOsH♥ Oct 20, 2023 @ 9:51am 
You can climb down a well in the goblin village area, but I am unaware of any other areas that have rope that you can climb down. Feels like you should be able to. If you can climb on vines, surely you could lower some rope.

Would be cool to implement into the game
Gaborka Oct 20, 2023 @ 12:10pm 
+1
Jack the Roamer Oct 20, 2023 @ 12:12pm 
So you're saying I've been hoarding all that rope for nothing?? :dos2skull:
Last edited by Jack the Roamer; Oct 20, 2023 @ 12:13pm
LordNibbler Oct 20, 2023 @ 2:38pm 
Ropes may sound "cool" but not only is that a massive waste of resources but also absolutely superfluous in this 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.
Marmarmar34 Oct 20, 2023 @ 2:41pm 
Originally posted by LordNibbler:
Ropes may sound "cool" but not only is that a massive waste of resources but also absolutely superfluous in this 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.
https://youtu.be/skz9odeewpc?si=t0cOLIEcA_mD1W8U
LordNibbler Oct 20, 2023 @ 2:49pm 
Of course that are a lot of words because it is a complex issue.

And of course you won't read that many words as your horizon ended already at "want rope"...
Raelic Oct 20, 2023 @ 2:52pm 
Originally posted by LordNibbler:
Ropes may sound "cool" but not only is that a massive waste of resources but also absolutely superfluous in this 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.
You're overcomplicating it and it doesn't have to be as detailed as you're making it out to be. Lockpicking doesn't require you to blow out the lock mechanism and carefully pick out the right sized picks for every lock that has a wide variety of metal workers. It doesn't require you to figure out the specific teeth of each lock.

Just do a check, like in normal D&D without a overly detail oriented DM, and let it happen.
Raelic Oct 20, 2023 @ 2:56pm 
You have a lockpick? Okay, do the skill check. Success? Keep your lockpick. Fail? Lose your lockpick.

You have a rope? Okay, jump down without damage. Success? Keep your rope. Fail? Lose your rope and take damage.
ledRid Oct 20, 2023 @ 3:01pm 
I don't want rope.

I NEED rope.
DrZann Oct 20, 2023 @ 3:02pm 
We need useful rope, iron spikes to prop open doors, mirrors too peak around corners and ten-foot poles.
Marmarmar34 Oct 20, 2023 @ 3:53pm 
Originally posted by LordNibbler:
Of course that are a lot of words because it is a complex issue.

And of course you won't read that many words as your horizon ended already at "want rope"...
We already have rope, it just needs the functionality that 5e already provides.
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Date Posted: Oct 20, 2023 @ 9:29am
Posts: 13