Whizbang Dustyboots
Gnometown Hero
One of the issues of Knock magazine had a good guideline, involving tools, skills and lots of time.Adding to the previous post, I would always allow narrative disarming without a roll and only roll if its a "general disarm" without specification. But if a player states that they use something viable to e.g. wedge a trap door or pressure plate or something that make sense and is easy to do - no roll. You should be able to do that without being an expert in trap disarming.
- If you have all three of those, no roll is needed, barring exceptional circumstances (unlocking a treasure chest belong to a demon lord or something). You know how to do this, you have the means to do the thing and the time required to do so.
- If you have only two of those, you need to roll. Maybe you're under a time crunch (the guards are coming!), your tools were taken from you and you have to improvise with the bard's hairpin or maybe your party is asking you to do a skill challenge that you're just not qualified to do (the door unlocks if you play the right song on the pipe organ -- which you don't know how to play).
- If you have none of those, no roll is possible. The task is impossible for you.
- For 5E, I would add one more category: If you just have one of those, you can roll with disadvantage. You know how to pick locks, but you don't have the right tools and you're in a hurry -- but you might as well try.
Doing it this way also allows you to benefit from the help action with a second qualified person helping with advice or shining a light in the right spot, etc. I like encouraging the help action personally, so this is a plus in my book.
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