iserith
Magic Wordsmith
Oh yeah? Explain.This seems to be metagaming
Oh yeah? Explain.This seems to be metagaming
Swap options make several races "overall better choices" if you place a particular premium on the things that can be swapped for. But we are talking about tool proficiencies. You've been able to freely choose up to two of those through a custom background since the game launched, and having a vast array of tool proficiencies has rarely been a big source of power in 5e (sorry artificers).The problem with the swap options is that it makes certain races overall better choices mechanically. Obviously some people will still choose to play certain races for roleplay reasons, but many will choose the more mechanically optimal choices. To implement something like this right, races would pretty much have to be redone to balance them out. IMO this would work for a 5.5E or 6E, but IMO this optional rule just isn't a good choice.
It is wrong, but I do the same thing. I took the idea from "Blades in the Dark" and adapted it to 4e and now 5e. I can't see going back to the RAW methodI've probably been playing wrong, but I usually let players add their proficiency bonus whenever they can provide a credible reason from their background to have an expertise in the field being tested. It can be skill proficiency, but it can be tool proficiency and I give them a lot of leeway to interpret it, probably because tools are more focussed knowledge, on average, than skills. But I think exposure to needing tools, even in this context, depends on the type of adventures. Investigations adventures rely more on them than exploration in the wilderness for example.
Actually, that is an option presented in the DMG (p. 264) so you aren't doing it "wrong", just different.I've probably been playing wrong, but I usually let players add their proficiency bonus whenever they can provide a credible reason from their background to have an expertise in the field being tested
Note that I said: If there is a story reason for the PC to have all those skills - fine.I would argue that an RPG isn't JUST characters playing a role in a story, but also players playing those characters. As such, a player may have their reasons for why they want their character to have x/y/z. It can be problematic when the DM makes assumptions about a players motives.
I ask players to roll ability checks, and tell them to make it proficient if they have a skill, tool proficiency, background feature, class ability, racial feature, or anything else that would be applicable to it.I've probably been playing wrong, but I usually let players add their proficiency bonus whenever they can provide a credible reason from their background to have an expertise in the field being tested. It can be skill proficiency, but it can be tool proficiency and I give them a lot of leeway to interpret it, probably because tools are more focussed knowledge, on average, than skills. But I think exposure to needing tools, even in this context, depends on the type of adventures. Investigations adventures rely more on them than exploration in the wilderness for example.
Yup. This is why I implemented the house rule that characters gain a skill proficiency, tool proficiency, or language every four levels.I think this highlights a problem with 5E, but the problem isn't really what the OP describes, rather that in general it's kind of unreasonably hard to get hold of Tool/Weapon proficiencies