AaronOfBarbaria
Adventurer
Tools, like everything else in the game, are only as useless as a group decides to make them.The fact that half of them are useless is just salt in the wood.
Tools, like everything else in the game, are only as useless as a group decides to make them.The fact that half of them are useless is just salt in the wood.
And a campaign exists in which the vehicles (land) tool proficiency, even if not often rolled, is in constant usage.The problem thought is tools are so niche that it requires way to much effort to make them useful. Hell, ive seen "Pilot Land Vehicles" ONCE!
That is not a fact.Add that the fact that the skill system is so free form you can basicallyan excuse to roll a skill rather than a tool.
And a campaign exists in which the vehicles (land) tool proficiency, even if not often rolled, is in constant usage.
Something being the right tool for a job that only comes up in certain circumstances isn't a "useless tool" it's a tool with a clear use that simply isn't being utilized.
That is not a fact.
[MENTION=6803572]Kite474[/MENTION],
Perhaps a few examples of how you perceive being able to bypass tool proficiency with a skill check will help me understand? And/or a few examples of which tools you feel are the most "useless"? I'm curious.
That's the point, though - if we remove what you think is "THAT niche" and leave what I think is "THAT niche", we reach a game that fits you but doesn't fit me. If we leave what I find niche and keep what you find niche, the game fits me but not you.1. On some level I agree but again if it's THAT niche dose it really need to be in 5e? The game where essentially the DM is the one to fill in the gaps.
Not all DMs let how charismatic and convincing a player can be in saying "I can build a clock with Sleight of Hand" affect that the agreed upon rules don't list knowledge of clockwork as something that has anything to do with Sleight of Hand.2. I disagree due to the fact that if the skill system was to be supported in a way that was absolutely concrete it would be designed as such. As of now its really fast and loose. So if your charismatic or convincing enough you feasibly use a skill check in place of a tool. Or for a variety of other off the wall things
That's the point, though - if we remove what you think is "THAT niche" and leave what I think is "THAT niche", we reach a game that fits you but doesn't fit me. If we leave what I find niche and keep what you find niche, the game fits me but not you.
If, however, we leave all these things which are in fact equally niche (not equal to every group, mind you, but equal in that across all the groups out there some of them value and use each of the various things).
Not all DMs let how charismatic and convincing a player can be in saying "I can build a clock with Sleight of Hand" affect that the agreed upon rules don't list knowledge of clockwork as something that has anything to do with Sleight of Hand.
And, all of your examples of how a DM might let a player use a skill instead of a tool proficiency prove exactly what I said earlier: Only as useless as a group chooses for them to be.

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