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Houserules for tools
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7537567" data-attributes="member: 15882"><p>I'm going to be running a game soon and will be tweaking a few of the rules. I was reading 'Most Frustrating Quirk about 5e thread' and taking some notes on things I'd like to change. </p><p></p><p>Tools came up quite a bit and, I agree, I think they suck. Have YOU tooled around with tools in your game? If so, tell me what you've done!</p><p></p><p>As For my own idea, I was thinking of doing this:</p><p></p><p>1. Tools are now a thing you can buy. If you have them, you can do that Thing you are trained in. If you don't have them, you get Disadvantage on that Thing or, depending on what that Thing is, you might not be able to do it at all. High Quality Tools could give you advantage.</p><p></p><p>Overall, Tools will be covered by a Profession related to the tools listed in the book.</p><p></p><p>Thieves Tools might be called Proffession: Burglar or Burglary. It will be based off whatever STAT is appropriate, just like tools normally work in the PHB.</p><p></p><p>Healers Kit will now be called MEDICINE. And now medicine will have a use. I might rename it to Proffession: Healer</p><p></p><p>Etc....</p><p></p><p>2. I might go further and give tools 10 uses where a nat. 1 uses up materials (picks break, chemicals spill, you need to resupply equipment). Not a lot of book keeping, about as much as you might have for tracking ammunition, if you're the kind of DM that makes players do that. (and I might be...but I haven't decided)</p><p></p><p>3. I was also thinking of using the rule from 3.5 that, if you aren't trained in certain skills, you can't use that skill for any DC higher than 10. I was thinking of applying this to 'Proffessions'. So, regardless of how >>INSERT STAT<< you are, or how good your tools are, if you don't have the training, you don't have the techniques to do anything better than mediocre work.</p><p></p><p>Once again, thoughts? Ideas?</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7537567, member: 15882"] I'm going to be running a game soon and will be tweaking a few of the rules. I was reading 'Most Frustrating Quirk about 5e thread' and taking some notes on things I'd like to change. Tools came up quite a bit and, I agree, I think they suck. Have YOU tooled around with tools in your game? If so, tell me what you've done! As For my own idea, I was thinking of doing this: 1. Tools are now a thing you can buy. If you have them, you can do that Thing you are trained in. If you don't have them, you get Disadvantage on that Thing or, depending on what that Thing is, you might not be able to do it at all. High Quality Tools could give you advantage. Overall, Tools will be covered by a Profession related to the tools listed in the book. Thieves Tools might be called Proffession: Burglar or Burglary. It will be based off whatever STAT is appropriate, just like tools normally work in the PHB. Healers Kit will now be called MEDICINE. And now medicine will have a use. I might rename it to Proffession: Healer Etc.... 2. I might go further and give tools 10 uses where a nat. 1 uses up materials (picks break, chemicals spill, you need to resupply equipment). Not a lot of book keeping, about as much as you might have for tracking ammunition, if you're the kind of DM that makes players do that. (and I might be...but I haven't decided) 3. I was also thinking of using the rule from 3.5 that, if you aren't trained in certain skills, you can't use that skill for any DC higher than 10. I was thinking of applying this to 'Proffessions'. So, regardless of how >>INSERT STAT<< you are, or how good your tools are, if you don't have the training, you don't have the techniques to do anything better than mediocre work. Once again, thoughts? Ideas? [/QUOTE]
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