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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="clearstream" data-source="post: 9500204" data-attributes="member: 71699"><p>A character may need a tool to make a specialized ability check, based on this text</p><p></p><p style="margin-left: 20px">A tool helps you make specialized ability checks, craft certain items, or both.</p> <p style="margin-left: 20px"></p><p>Proficiency with a tool improves your chances on any ability check you make that uses the tool</p><p></p><p style="margin-left: 20px">If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.</p><p></p><p>So it seems a DM could say that opening a given lock or disarming a given trap requires thieves' tools. Sleight of Hand would be a reasonable skill to apply in some cases, in others maybe a different skill, like Arcana as [USER=6906155]@Paul Farquhar[/USER] suggests above. Dexterity (Arcana), possibly (see Skills With Different Abilities.)</p><p></p><p></p><p>As you suggest, they could say that something like the required tool allows that check, but at disadvantage.</p><p></p><p></p><p>A check should only be called for when</p><p></p><p style="margin-left: 20px">when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check, whereas no lucky die roll will allow a character with an ordinary bow to hit the moon with an arrow. Call for a D20 Test only if there’s a chance of both success and failure and if there are meaningful consequences for failure.</p> <p style="margin-left: 20px"></p><p>When characters have all the time in the world and there's no cost for failure, don't bother calling for a d20 test. When guards are about to arrive, there's a trap to trigger, and so on - <em>meaningful consequences</em> - roll dice.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9500204, member: 71699"] A character may need a tool to make a specialized ability check, based on this text [INDENT]A tool helps you make specialized ability checks, craft certain items, or both.[/INDENT] [INDENT][/INDENT] Proficiency with a tool improves your chances on any ability check you make that uses the tool [INDENT]If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.[/INDENT] So it seems a DM could say that opening a given lock or disarming a given trap requires thieves' tools. Sleight of Hand would be a reasonable skill to apply in some cases, in others maybe a different skill, like Arcana as [USER=6906155]@Paul Farquhar[/USER] suggests above. Dexterity (Arcana), possibly (see Skills With Different Abilities.) As you suggest, they could say that something like the required tool allows that check, but at disadvantage. A check should only be called for when [INDENT]when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.[/INDENT] [INDENT][/INDENT] [INDENT]If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check, whereas no lucky die roll will allow a character with an ordinary bow to hit the moon with an arrow. Call for a D20 Test only if there’s a chance of both success and failure and if there are meaningful consequences for failure.[/INDENT] [INDENT][/INDENT] When characters have all the time in the world and there's no cost for failure, don't bother calling for a d20 test. When guards are about to arrive, there's a trap to trigger, and so on - [I]meaningful consequences[/I] - roll dice. [/QUOTE]
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How do I disarm traps? Does Thieves' Tools do anything?
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