What do you have against the Glaive!?!?!?!Give us things we can personify like nations or people. Then it gets personal. People care more about Stefan Karameikos or Battledale than carpenter's tools or a glaive
My players almost never use history. Admittedly my players rarely use skills or tools that can't be used in combat, exception of social skills and thieves toolsI know right? History is one of the most often-used checks at my table. We use it for all sorts of things: remembering stuff you learned in school, recognizing someone you met years ago (or last weekend), recalling something that someone said at the tavern last night, researching ancient lore, learning the backstory of that fancy wand you just found...
Ah well. This is a Survivor thread, not a "best in show" contest. The point is to get us talking about these skills, so I guess we're doing it right?
I know right? History is one of the most often-used checks at my table. We use it for all sorts of things: remembering stuff you learned in school, researching ancient lore, learning the backstory of that fancy wand you just found...
Ah well. This is a Survivor thread, not a "best in show" contest. The point is to get us talking about these skills, so I guess we're doing it right?
Properly speaking, memory is meant to be an Intelligence check, but I can see an argument for Charisma.see I wouldnt let History be used for recognizing someone you met years ago (or last weekend) or recalling something that someone said at the tavern last night, those are both social skills which I’d treat as an unmodified Cha check
learning the backstory of that fancy wand you just found, I’d require a Archeology or Arcana lore roll to recognise it before any attempt and its history was considered
Seriously. For all of the complaints about spellcasters with the Find Traps spell somehow stealing the rogue's thunder, why does "now anybody can pick locks" get a pass?So, since it keeps getting upvoted: Can someone explain to me why "Thieves' Tools" proficiency is, in any way, better than "Thievery" as an actual skill? I've seen arguments about it "democratizing" thievery and I genuinely do not understand how making it a tool prof does that, nor why doing that is even valuable when we have, y'know, backgrounds.
I mean, I don't see anything wrong with that per se. Backgrounds have been around since 4e and could let anyone learn Thievery. With 5e's official options (e.g. Urchin giving both Sleight of Hand and Thieves' Tools) and the option of a custom background, you can get basically whatever you want on any character, so whether it's a skill or a tool makes no real difference.Seriously. For all of the complaints about spellcasters with the Find Traps spell somehow stealing the rogue's thunder, why does "now anybody can pick locks" get a pass?
Moving this here since...that's what this thread is for.OK, so Vehicles Water needs to go out before Carpenter's Tools, which needs to go out before Performance.
And I cannot believe Performance is so low considering everything else still on the list.
Like, how many of you are using/have players using Proficiency: Painter's Supplies?
Cheers
By a immediate and direct reading of the actual descriptions.Calligrapher’s Supplies 14 + 1 = 15 How is this a subset of the Forgery Kit?
That sounds to me like the Forgery Kit simply shouldn't exist, then, and should simply be folded into the Calligraphy Supplies, because it's literally just "calligraphy + one other thing."By a immediate and direct reading of the actual descriptions.
Calligrapher's supplies:
"Components. Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.” -- Xanthar's Guide to Everything, p.79.
Forgery Kit:
"This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents." -- PHB, p.154.
"Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to to sculpt melted wax to mimic a seal." -- Xanthar's Guide to Everything, p.81.
So, the calligrapher's supplies has ink -- which the forger's kit has. It has parchment -- which the forger's kit has. It has three quill pens -- which the forger's kit has. And then the forger's kit has a bunch of other things. The calligrapher's supplies are, as a tool, a proper subset of the forgery kit.
Further, as a simple logical matter, if a forger couldn't duplicate everything a calligrapher can do with calligrapher's supplies, then the forger couldn't actually forge the documents made by the calligrapher. So, it's clear that a calligrapher's core skills (until we get into the "special use" zone in Xanthar's descriptions) are a subset of a forger's skills.
In my games, it's the "Scribe's Kit," and is used for both Forgery and Calligraphy.That sounds to me like the Forgery Kit simply shouldn't exist, then, and should simply be folded into the Calligraphy Supplies, because it's literally just "calligraphy + one other thing."
I missed this since my daughter was born on the 31st, and on the 29th I was still being a cheerleader for my wife. But who doesn't like the Glaive? It's an excellent ranged weapon, and I was jazzed to learn in History class that there used to be squads of troops using these!What do you have against the Glaive!?!?!?!
I suppose it depends on how much time you spend exploring outside, I use survival for finding tracks, hunting & foraging, locating drinkable water, orientation and finding an easier path, pushing through thick undergrowth while avoiding snakes and spiders, assessing the weather and a whole lot of other stuff. But I like to use a lot of wilderness and ‘natural dungeons’I am a little shocked to still see Survival on there. Really, in most games I run it's "Pick Campsite," and that's it.
Oh man, we use Survival for all sorts of things:
This is just off the top of my head; I'm sure I could come up with more if I put my mind to it. Basically, Survival is our default ability check for "surviving in the wilderness." It's the most important ability check for the Exploration tier of play, and we spend a lot of time exploring at my table.
- Following tracks
- Foraging for food
- Identifying natural hazards (quicksand, unstable slopes, etc.)
- Finding shelter (or building a makeshift shelter)
- Building a raft
- Building a campfire
- Harvesting meat, hides, etc. from animals
- Fishing/hunting
- Avoiding random encounters
See, my group hires local specialists for most of that work, who form the "Experts" (except the group in-chat refers to them as the "Expendables" due to their high mortality rate). The PCs generally only focus on the fighting stuff. Not my preference, but it's what the players want to do.I suppose it depends on how much time you send exploring outside, I use survival for finding tracks, hunting & foraging, locating drinkable water, orientation and finding an easier path, pushing through thick undergrowth while avoiding snakes and spiders, assessing the weather and a whole lot of other stuff. But I like to use a lot of wilderness and ‘natural dungeons’