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Picking Locks and Disarming Traps - Dex or Sleight of Hand?
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<blockquote data-quote="DEFCON 1" data-source="post: 8789350" data-attributes="member: 7006"><p>When the original rules got released in 2014 and it made explicit the fact that there wasn't a Skill for opening locks disarming traps (whether that be Thievery, Engineering, Mechanics or whatever they might have called it) but instead just required a set of Thieves' Tools... my impression was that this was WotC's way of incorporating stylistically the AD&D ethos into the game for those players that wanted it-- those players who didn't wish to use Skills.</p><p></p><p>In fact that's why I thought all Tools were incorporated into the game rules so greatly at the time... to allow a part of the playerbase to play 5E in their preferred style... one that wouldn't want to use Skills and instead just make ability checks based on whatever the DM's determination was. Thus having Tools were a way to inform DMs when some actions required them to be done. You can't brew poisons without a Poisoner's Kit, you can't climb cliff faces without Climber's Kits, and you can't pick locks without Thieves' Tools.</p><p></p><p>But that was part of the design and build up to 2014, when they were still trying to throw bones to all the various former editions in some form or fashion. Something that I do not believe is a concern anymore. As many folks here will attest... the idea of turning this one edition into a matching set of all previous editions just turned out to be a hurdle that wasn't truly actionable, and instead 5E became it's own thing. 5E is now just 5E, and while there are echoes to editions past in certain rules or stylistic intentions... you really can't get 5E to match them. And thus... the designers now are needing to find ways to jerry-rig and turn the rules that were important one way in 2014 into something useable for 2024 now that the 2014 method has fallen by the wayside. And turning Tool proficiency into "auto-advantage" for matching Skills is their way of making Tools have some kind of meaning. Which also means finding applicable matching Skills for every Tool-- thus Sleight of Hand being upgraded to the new "Manual Dexterity" Skill.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8789350, member: 7006"] When the original rules got released in 2014 and it made explicit the fact that there wasn't a Skill for opening locks disarming traps (whether that be Thievery, Engineering, Mechanics or whatever they might have called it) but instead just required a set of Thieves' Tools... my impression was that this was WotC's way of incorporating stylistically the AD&D ethos into the game for those players that wanted it-- those players who didn't wish to use Skills. In fact that's why I thought all Tools were incorporated into the game rules so greatly at the time... to allow a part of the playerbase to play 5E in their preferred style... one that wouldn't want to use Skills and instead just make ability checks based on whatever the DM's determination was. Thus having Tools were a way to inform DMs when some actions required them to be done. You can't brew poisons without a Poisoner's Kit, you can't climb cliff faces without Climber's Kits, and you can't pick locks without Thieves' Tools. But that was part of the design and build up to 2014, when they were still trying to throw bones to all the various former editions in some form or fashion. Something that I do not believe is a concern anymore. As many folks here will attest... the idea of turning this one edition into a matching set of all previous editions just turned out to be a hurdle that wasn't truly actionable, and instead 5E became it's own thing. 5E is now just 5E, and while there are echoes to editions past in certain rules or stylistic intentions... you really can't get 5E to match them. And thus... the designers now are needing to find ways to jerry-rig and turn the rules that were important one way in 2014 into something useable for 2024 now that the 2014 method has fallen by the wayside. And turning Tool proficiency into "auto-advantage" for matching Skills is their way of making Tools have some kind of meaning. Which also means finding applicable matching Skills for every Tool-- thus Sleight of Hand being upgraded to the new "Manual Dexterity" Skill. [/QUOTE]
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