From the Christmas morning character-building session, some odd inconsistencies emerged concerning rogues and the disable device skill.
In brief: the rogue's proficiency with thieves’ tools is a needless complication that limits options and offers no benefit. It should go.
Now the long version:
First, the rules:
a. All rogues have proficiency with thieves’ tools (Classes, p. 19).
*b. All schemes except the Rake give proficiency with Disable Device (Classes, p. 21)
c. Guild Thief is the only background that provides Disable device (Backgrounds, p. 4).
d. Disable device makes no specific reference to the need for tools (Backgrounds, p. 8).
e. Characters proficient with thieves’ tools can use them to find and disarm traps to open locks (Equipment, p. 10). Thieves’ tools are needed to disarm traps (Classes p. 19; Equipment p. 10).
f. Characters proficient with thieves’ tools can pick a lock (Equipment, p. 9) – tools are not mentioned.
*g. When using thieves’ tools, a character proficient with thieves’ tools gets +2 on checks (Equipment, p. 11).
*h. Rogues proficient with disable device will add the higher of two rolls of their skill die (Classes, p. 20).
(Points marked with * are new to this test packet.)
From this emerges the following observations or inconsistencies:
1. Despite all the hyped modularity, the thieves’ tool requirement effectively restricts opening locks and disabling traps to rogues.
2. A non-rogue character that learns Disable device through the Guild Thief background, or through Superior skill training (Specialties, p. 10) will not be able to use it to disable devices or open locks, since she cannot gain proficiency in thieves’ tools.
3. As a result, the guild thief background (as written) will only be chosen by rogues unless disable device is swapped out for another skill).
4. A rake who is not a guild thief has a proficiency they cannot use.
5. Every use of disable device will regularly receive +2 and the higher of two skill rolls on the skill die.
Point 5 is in fact the biggest problem here: every use of a single skill is always modified in two ways. The requirement for proficiency with tools provides needless obstacles and obstructs several interesting builds.
There’s also a problem because the game has only one tool proficiency: it’s an unnecessary mechanic.
Suggested fixes:
* Remove the proficiency with thieves’ tools from rogues (a). Anyone with Disable device (not just rogues) uses them to disable traps or pick locks. This resolves the issues pertaining to the Rake (b), the Guild Thief (c), and Superior Skill training. It also means that one can conceive of a Disable device roll that does not necessarily benefit from a Rogue’s Skill mastery (h).
* Remove the bonus to the roll granted by tools (g). This needlessly inflates the DC of every lock, and allows what amounts to a trivial non-magical object to meaningfully impact a skill roll. If nothing else, it sets a bad precedent.
* Allow locks to be picked by anyone with Disable device, rather than anyone proficient with thieves’ tools (f).
Any thoughts, as always, appreciated. In a world with Hedge Magicians and Mystic Healers, is there a reason to limit full use of the Disable Device skill to Rogues?
In brief: the rogue's proficiency with thieves’ tools is a needless complication that limits options and offers no benefit. It should go.
Now the long version:
First, the rules:
a. All rogues have proficiency with thieves’ tools (Classes, p. 19).
*b. All schemes except the Rake give proficiency with Disable Device (Classes, p. 21)
c. Guild Thief is the only background that provides Disable device (Backgrounds, p. 4).
d. Disable device makes no specific reference to the need for tools (Backgrounds, p. 8).
e. Characters proficient with thieves’ tools can use them to find and disarm traps to open locks (Equipment, p. 10). Thieves’ tools are needed to disarm traps (Classes p. 19; Equipment p. 10).
f. Characters proficient with thieves’ tools can pick a lock (Equipment, p. 9) – tools are not mentioned.
*g. When using thieves’ tools, a character proficient with thieves’ tools gets +2 on checks (Equipment, p. 11).
*h. Rogues proficient with disable device will add the higher of two rolls of their skill die (Classes, p. 20).
(Points marked with * are new to this test packet.)
From this emerges the following observations or inconsistencies:
1. Despite all the hyped modularity, the thieves’ tool requirement effectively restricts opening locks and disabling traps to rogues.
2. A non-rogue character that learns Disable device through the Guild Thief background, or through Superior skill training (Specialties, p. 10) will not be able to use it to disable devices or open locks, since she cannot gain proficiency in thieves’ tools.
3. As a result, the guild thief background (as written) will only be chosen by rogues unless disable device is swapped out for another skill).
4. A rake who is not a guild thief has a proficiency they cannot use.
5. Every use of disable device will regularly receive +2 and the higher of two skill rolls on the skill die.
Point 5 is in fact the biggest problem here: every use of a single skill is always modified in two ways. The requirement for proficiency with tools provides needless obstacles and obstructs several interesting builds.
There’s also a problem because the game has only one tool proficiency: it’s an unnecessary mechanic.
Suggested fixes:
* Remove the proficiency with thieves’ tools from rogues (a). Anyone with Disable device (not just rogues) uses them to disable traps or pick locks. This resolves the issues pertaining to the Rake (b), the Guild Thief (c), and Superior Skill training. It also means that one can conceive of a Disable device roll that does not necessarily benefit from a Rogue’s Skill mastery (h).
* Remove the bonus to the roll granted by tools (g). This needlessly inflates the DC of every lock, and allows what amounts to a trivial non-magical object to meaningfully impact a skill roll. If nothing else, it sets a bad precedent.
* Allow locks to be picked by anyone with Disable device, rather than anyone proficient with thieves’ tools (f).
Any thoughts, as always, appreciated. In a world with Hedge Magicians and Mystic Healers, is there a reason to limit full use of the Disable Device skill to Rogues?
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