Hussar
Legend
Thieves Tools were always used for opening locks or disabling traps.You also realize Slight of Hand is what is typically used for opening locks and disabling traps .... once in a campaign??
Thieves Tools were always used for opening locks or disabling traps.You also realize Slight of Hand is what is typically used for opening locks and disabling traps .... once in a campaign??
I really don't think there's any "self-fulfilling" about it.Yeah, a lot of this, especially the quote-unquote "low tier" skills are mostly a self-fulfilling prophecy. CharOpers decide which skills aren't exploitable which means fewer players take those skills which means fewer DMs generate circumstances for those skills to shine which means fewer players take those skills and so on. It's not a loop, it's a spiral.
What this ultimately comes down to is which skills are taken most or less often, not which are more or less useful. And yet here we are, framing it as the latter, which does newer players who don't know any better a disservice. Like... it's telling that so many people are framing the "social" skills (Persuasion, Deception, Intimidation) as ways to get past guards when (a) each of those skills has so many more use cases and (b) Performance is just as useful in this specific instance for creating distractions. But nobody takes Performance so nobody uses Performance so nobody figures out clever ways to use Performance, so nobody etc. etc.
My post upthread wasn't just a poo-post. Every skill can be extremely useful, and they can be useful often enough to justify having them. And a lot of skills are a lot less "DM-dependent" if you're clever about it. We just tend to never look at skills through that lens.
2024 PHB P 221 said:Thieves' Tools
Tools
Ability: Dexterity Weight: 1 lb. Cost: 25 GP
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Acrobatics doesn't let you climb or jump though, those are Athletics. Its uses are balancing, balancing some more, and escaping from a grapple. IMO as written, it's too limited to even be a skill, just have it be a Dex saving throw.And number five is Acrobatics. I find that I want players to use this skill more often than they actually do. It's much more common for my players to try and think or talk their way through a challenge than balance, jump, or climb. I don't know why, but it's what always happens!
I mean, the 2014 DMG has a variant Skill system that just makes all action resolution Attribute checks applying Proficiency if judged as applicable in-character, if you want to go that route.Acrobatics doesn't let you climb or jump though, those are Athletics. Its uses are balancing, balancing some more, and escaping from a grapple. IMO as written, it's too limited to even be a skill, just have it be a Dex saving throw.
I think other than Perform, Acrobatics might be our least used skill.
Agreed, there's no roll needed IF the person is already captured or submissive.Lasso vs wrists. If someone's not co operating.....
Buried in places OTHER than the Slieght of Hand description.Hang on a tick. Where is this about Sleight of Hands being used for Pick Locks or Remove Traps?
There is nothing listing Sleight of Hand for picking locks or disarming traps that I could find. Where is that listed?
Hang on a tick. Where is this about Sleight of Hands being used for Pick Locks or Remove Traps?
There is nothing listing Sleight of Hand for picking locks or disarming traps that I could find. Where is that listed?
I'm not going to let someone strongly Stealth. If you want to jump, get the jump skill and don't dump the jump stat. Acrobats would have both skills.I mean, the 2014 DMG has a variant Skill system that just makes all action resolution Attribute checks applying Proficiency if judged as applicable in-character, if you want to go that route.
Gotta say, though, y'all who don't see Performance used a lot sure have different players than me...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.