Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[GUIDE] A Blast From the Past: Wizarding 101
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Avalongod" data-source="post: 7531146" data-attributes="member: 68229"><p>It's a good 2cp.</p><p></p><p>Note, wizards don't have shield proficiency so while carrying one, can't cast spells and have disadvantage on all str and dex checks. Not worth it for most shields (sure, you can drop the shield to cast spells, but why were you carrying it in the first place then?)</p><p></p><p>Some of the stuff with locks probably comes from DM style. My understanding of the "take 20" rules in 5e is that if a.) you are pretty much undisturbed and b.) the cost of failure is negligible, than a task can be assumed to succeed via multiple tries, particularly if c.) the DC is reasonably low. The epitome here is not needing to roll survival to pitch a tent. Condition A probably doesn't come into play in most active adventuring scenarios. For an intricate lock even if we were to allow that there was no cost for failure (and back to this in a second), it could reasonably take more than an hour's (SR) tinkering to eventually get it. But then, for condition B., I'd argue for an intricate lock there's be some reasonable potential for damaging the lock picks or the lock itself through endless tinkering. So, as DM myself, I wouldn't allow "take 20" on high DC locks as it's probably reasonable to think a character (and you're correct, doesn't need to be a rogue, I was just thinking stereotypically) would come to the conclusion "I just can't get this lock and might break it if I keep trying." </p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Avalongod, post: 7531146, member: 68229"] It's a good 2cp. Note, wizards don't have shield proficiency so while carrying one, can't cast spells and have disadvantage on all str and dex checks. Not worth it for most shields (sure, you can drop the shield to cast spells, but why were you carrying it in the first place then?) Some of the stuff with locks probably comes from DM style. My understanding of the "take 20" rules in 5e is that if a.) you are pretty much undisturbed and b.) the cost of failure is negligible, than a task can be assumed to succeed via multiple tries, particularly if c.) the DC is reasonably low. The epitome here is not needing to roll survival to pitch a tent. Condition A probably doesn't come into play in most active adventuring scenarios. For an intricate lock even if we were to allow that there was no cost for failure (and back to this in a second), it could reasonably take more than an hour's (SR) tinkering to eventually get it. But then, for condition B., I'd argue for an intricate lock there's be some reasonable potential for damaging the lock picks or the lock itself through endless tinkering. So, as DM myself, I wouldn't allow "take 20" on high DC locks as it's probably reasonable to think a character (and you're correct, doesn't need to be a rogue, I was just thinking stereotypically) would come to the conclusion "I just can't get this lock and might break it if I keep trying." Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[GUIDE] A Blast From the Past: Wizarding 101
Top