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General Tabletop Discussion
*Dungeons & Dragons
How do I disarm traps? Does Thieves' Tools do anything?
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<blockquote data-quote="roguish" data-source="post: 9500153" data-attributes="member: 7046843"><p>In the Tools section, the PHB says that you can disarm a trap using Thieves' Tools with a DC 15 Dexterity check.</p><p></p><p>Contradicting (?) itself, the PHB also says that a Thief Rogue can, as a bonus action, disarm a trap with a Dexterity (Sleight of Hand) check using Thieves' Tools. *</p><p></p><p>Contradicting (?) the PHB, the DMG simply does not mention Thieves' Tools in the Traps section at all. Neither as a general rule (for comparison, the 2014 DMG said you might call for "a Dexterity check using thieves' tools to perform the necessary sabotage"), nor in any of the sample traps. One sample trap can be disarmed with a DC 15 Dexterity (Sleight of Hand) check, no tools mentioned. And all the rest are handled narratively once detected, e.g. cut the trip wire (explicitly no ability check required), deface the glyph, or wedge a spike under the pressure plate.</p><p></p><p>So what's the RAW here? What's the RAI, even?</p><p></p><p>Are we supposed to handle disarming traps narratively? If yes, WHY does it say that you can roll Thieves' Tools to disarm traps? Are we supposed to roll Thieves' Tools? Then WHY doesn't it mention them in the DMG at all? Are we supposed to do both, or either, or DM's choice? Then WHY doesn't it specify that?</p><p></p><p>* Important note: the entire Tools section in the PHB lists abilities, not skills, but elsewhere skills ARE specified. E.g. it says that picking locks is a Dexterity check using Thieves' Tools, but if you go to "Lock" in the glossary, it says it's a Dexterity (Sleight of Hand) check with Thieves' Tools. Musical Instruments is listed as a Charisma check, but I mean, it's a Performance check. So it's possible they meant that using Thieves' Tools is <em>always </em>a Dexterity (Sleight of Hand) check, and just neglected to write it down anywhere. (sigh)</p></blockquote><p></p>
[QUOTE="roguish, post: 9500153, member: 7046843"] In the Tools section, the PHB says that you can disarm a trap using Thieves' Tools with a DC 15 Dexterity check. Contradicting (?) itself, the PHB also says that a Thief Rogue can, as a bonus action, disarm a trap with a Dexterity (Sleight of Hand) check using Thieves' Tools. * Contradicting (?) the PHB, the DMG simply does not mention Thieves' Tools in the Traps section at all. Neither as a general rule (for comparison, the 2014 DMG said you might call for "a Dexterity check using thieves' tools to perform the necessary sabotage"), nor in any of the sample traps. One sample trap can be disarmed with a DC 15 Dexterity (Sleight of Hand) check, no tools mentioned. And all the rest are handled narratively once detected, e.g. cut the trip wire (explicitly no ability check required), deface the glyph, or wedge a spike under the pressure plate. So what's the RAW here? What's the RAI, even? Are we supposed to handle disarming traps narratively? If yes, WHY does it say that you can roll Thieves' Tools to disarm traps? Are we supposed to roll Thieves' Tools? Then WHY doesn't it mention them in the DMG at all? Are we supposed to do both, or either, or DM's choice? Then WHY doesn't it specify that? * Important note: the entire Tools section in the PHB lists abilities, not skills, but elsewhere skills ARE specified. E.g. it says that picking locks is a Dexterity check using Thieves' Tools, but if you go to "Lock" in the glossary, it says it's a Dexterity (Sleight of Hand) check with Thieves' Tools. Musical Instruments is listed as a Charisma check, but I mean, it's a Performance check. So it's possible they meant that using Thieves' Tools is [I]always [/I]a Dexterity (Sleight of Hand) check, and just neglected to write it down anywhere. (sigh) [/QUOTE]
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How do I disarm traps? Does Thieves' Tools do anything?
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