The best part is that they don't need to for you to use it &they will start once you begin rewarding them for itI wish my players played like you think!
Bob"I'm going to pick the lock"> and result above 2-5ish GM "
Ok mike there you are at the door you just confirmed was locked & up walks bob unrolling his toolkit no doubt to do some super precise ultra involved lock picking like they always show the bad guys & spies doing in the Phiarlin scryhouse plays...your sure this is going to be good so really lean in to get a good look & maybe learn something">gm"bob left or right?">bob:"?????? .... " gm: gestures left & right "which one? 50/50 no skills just pick one">bob:"... leeeffffffffttttt?....">GM:"you guys all watch bob grab a little hammer & a nail from his toolkit & before you realize it BAM the door is laying on the ground because he pued the hinge pins & there was nothing left to hold the door up".... also good substitutes are under/over door tools or the teensiest bit of not quite mage hand pulling the hinge pins out of the other side if the door if not just opening the door. You can also help the social engineering stuff along by picking someone with a character likely to know rather than the one who just said "I want to roll perception to look for the best entrance"& say "Alice give me a [whatever] check">>alice:"four....">gm: " You grew up working parties like this & know how lax security is if you even look to be dressed a little close to the staff uniform & have some legitimately good ideas for getting in the staff entrance."
Once your players start seeing that kind of stuff even when they will start getting creative & keep being creative in cool ways as long as you keep rewarding them with cool results

Edit: bob:"why km ETF or right? Gm:"oh yea bob the hinges were on the left side of the door bit everyone was too startled by the bsng"
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