D&D 5E The Gloves Are Off?

payn

He'll flip ya...Flip ya for real...
Well, the rules say you have to touch it with exposed skin and it's just as convoluted trying to explain how the character in full leather armor and gloves got it on themself.
Touched their face, wiped their brow, pulled off the glove for a moment, etc.. I just use the save as an abstraction of the how you got exposed and how you stopped from suffering or not.
 

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iserith

Magic Wordsmith
Something else I noticed about contact poisons in the DMG was that they don't really do damage. In contrast to ingested, inhaled, or injury poisons which can do damage, contact poisons appear to just poison/paralyze/knock out. I wonder if that is the design expectation for all contact poisons, given that there are no damn gloves in the D&D 5e universe (except magical ones).
 

Lanefan

Victoria Rules
Do the editions of the game you play have gloves as something you can buy on their equipment lists? I only have books going back to D&D 3e.
Going by the PH: while having 4 different types of boots available along with two different helmets separate from armour, 1e does not have gloves or gauntlets as a separate thing.

But that's by RAW. Before I even started DMing we'd already expanded the equipment list considerably, and gloves (two types - "common" and "fancy") were on it. My current list shows three: "workman's", "fancy", and "winter". We also added "winter gear" as a kit, which includes mittens.

"Fancy" would include the type of soft supple gloves often worn by Thieves.
 

aco175

Legend
Im going with it because I want a consistent ruling. Lets say the next chest has a poison dart. The fighter says Im wearing plate it cant stick me. Then, the trap after that is a spear from the wall and the halfling says their character is too short for it to hit them. Etc..

You have a chance to spot the trap. You then interact with the triggering event and get a save. I'm even willing to let a player burn inspiration to claim gloves, plate, or height for advantage on the save. Thats what im rolling with and it reflects the gear plenty.

Im double ok with that because I doubt the gloves are really intended to protect against contact poison anyways. Likely, they are for weapon/saddle wear, warmth, or even decorative. If a player buys gloves to specifically protect against contact poison, we will review from there.
This is where I am on this. You get a saving throw to avoid the poison. That save may be because you were wearing gloves, you have tough skin, you quickly wiped it off on the wall, or whatever.
 


Players get to decide what their character's clothes look like. I'd rather let a few possibly convenient retcons slide than make everyone write out their outfits in detail and spend game time discussing day to day fashion choices, unless that's what the players want to focus on. Even many of the players who want to get into describing their characters sartorial choices probably generally don't want to do it in the form of some sort of arms race with the DM.

If a player seemed inclined to regularly abuse their aesthetic authority over their character to gain minor benefits I probably wouldn't play with them. But if extraneous factors led to me playing with someone who needed to be kept on such a short leash, I'd probably still let decisions about gloves slide, because I'd probably be babysitting that player more than enough on myriad other things that were more important and more the DM's business than how their character dresses.

Of course if a given table enjoys the player-DM arms race and battle of planning involved in penalizing people for not thinking of every mundane equipment contigency, declaring what they'll do about it and writing it on their character sheet, then by all means punish people for not writing down that they have gloves. It's a valid type of play, and I see the appeal. Being able to tell the DM "no, I'm wearing gloves, it's on my character sheet" in this sort of situation is doubtlessly very satisfying. I just find the amount of overhead in discussing and documenting trivial logistical choices is too high of a price to pay for most people.
 




Vaalingrade

Legend
Im going with it because I want a consistent ruling. Lets say the next chest has a poison dart. The fighter says Im wearing plate it cant stick me. Then, the trap after that is a spear from the wall and the halfling says their character is too short for it to hit them. Etc..

You have a chance to spot the trap. You then interact with the triggering event and get a save. I'm even willing to let a player burn inspiration to claim gloves, plate, or height for advantage on the save. Thats what im rolling with and it reflects the gear plenty.

Im double ok with that because I doubt the gloves are really intended to protect against contact poison anyways. Likely, they are for weapon/saddle wear, warmth, or even decorative. If a player buys gloves to specifically protect against contact poison, we will review from there.
To be honest, this is why I don't give a lot of weight to these kinds of traps in encounters.

Traps are basically a stationary monster that can be 'defeated' by not interacting with them, and if you do interact, it's all or nothing.

I feel people put way too much... I don't know... hope? Expectation? that the trap is going to go off and do something and when it's bypassed or obviated by direct action that other can have just as strong an expectation to do so, it's upsetting. They just add an element of greater chance someone's going to be annoy or upset when deployed this way.

So I approach traps two alternate ways: a spice in a situation that doesn't hinge on them going off or working, or enmasse where some of them are going to go off and we're just in full death room mode. Usually these are set pieces that both sides fo the actual encounter can use to their advantage if they spot it or know about it.
 

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