Quote:
Originally Posted by Kelly Pedersen
Low-Tech actually does have some guidelines for this, although they're more a matter of simply specifying that a rope automatically breaks once it exceeds its listed weight limit (which is halved for dynamic loads such as climbing or arresting a suddenly-dropped weight). See Low-Tech p. 23, "Rope, String, and Thread".
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Yes, mostly I would use broken ropes as results for a Critical Failure on skills like Climbing, Knot Tying, Packing/Cargo Handling/whatever they call it, Boating ... Part of knowing how to use ropes is knowing how much you need and checking for frays, degraded fibres, bad splices, and other problems.
I agree with Anthony that rolling a HT check if the players do something which is
just above the capacity of a rope is another good choice.
There is a pyramid v2 article on ropes with a slightly more detailed version of the rules from GURPS 4e Low Tech.