It's a fantasy role-playing game.

DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, With all the enemies handled, Molly douses the flames on the dead priest's head and calls Caleb out of his withdrawn state. The rest of the party searches the room for any valuables.
DM: Okay. Whereas the female manticore, (flapping). The wind picks up and dust begins to spiral and briefly obfuscates the area. The manticore flies; with an impact, lands on the opposite side, right where the ball bearing is and (sniffs). "Company." All right, what are you guys doing?
Player: I'm going straight for the Mage Hand to untie them.
DM: Make a sleight of hand check from a distance. Well, this would be a straight dexterity check. Roll dexterity, not sleight of hand.
Player: Dexterity check.
DM: Add your dexterity modifier.
Player: 18.
DM: 18. With a quick, rapid movement of your Mage Hand, you watch as the ropes on one come free. One of them (breathing heavily) looks at their hands and doesn't know exactly what happened but is apparently now free of the ropes.
