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<blockquote data-quote="Scott Christian" data-source="post: 8545525" data-attributes="member: 6901101"><p>Personally, I would like tools to either be directly tied to:</p><ul> <li data-xf-list-type="ul">class</li> <li data-xf-list-type="ul">race</li> <li data-xf-list-type="ul">background</li> </ul><p>I think, if tables began to make tools more effective, then they need to be partitioned so each player can share in the spotlight. </p><p></p><p>Adding a unique tool to classes seems logical. Racial tools would be nice because it wouldn't spark any controversies regarding innate versus learned. It would just be a cultural thing. And background is just intuitive.</p><p></p><p>For example, if you had a forest gnome fighter with a noble background. The gnome might get proficiency with a paint set that allows them to camouflage; thus, adding advantage to stealth checks when a short rest is taken to paint oneself or another player to match the present environment. The fighter gets a weapon/armor care/repair kit. This might give them an option to not take a critical fumble or to repair any damage one of the DM's creatures did. It will also give them a niche during any roleplaying time. The noble might have a drink kit that allows them to whip up fancy cocktails or teas with the right ingredients.</p><p></p><p>That's just off the top of my head. But it seems the tools don't have to be as open ended as what they are and can fill more finite roles. This way each player gets a combination of three, which makes the combination factor interesting for those that like that part of the game.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8545525, member: 6901101"] Personally, I would like tools to either be directly tied to: [LIST] [*]class [*]race [*]background [/LIST] I think, if tables began to make tools more effective, then they need to be partitioned so each player can share in the spotlight. Adding a unique tool to classes seems logical. Racial tools would be nice because it wouldn't spark any controversies regarding innate versus learned. It would just be a cultural thing. And background is just intuitive. For example, if you had a forest gnome fighter with a noble background. The gnome might get proficiency with a paint set that allows them to camouflage; thus, adding advantage to stealth checks when a short rest is taken to paint oneself or another player to match the present environment. The fighter gets a weapon/armor care/repair kit. This might give them an option to not take a critical fumble or to repair any damage one of the DM's creatures did. It will also give them a niche during any roleplaying time. The noble might have a drink kit that allows them to whip up fancy cocktails or teas with the right ingredients. That's just off the top of my head. But it seems the tools don't have to be as open ended as what they are and can fill more finite roles. This way each player gets a combination of three, which makes the combination factor interesting for those that like that part of the game. [/QUOTE]
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