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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I disarm traps? Does Thieves' Tools do anything?
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="Guest 7037866" data-source="post: 9501126"><p>Thanks... I guess? But are you saying you do not agree with my interpretation? If so, no issues, just checking. I wasn't aware all the other instances specify Sleight of Hand since the samples for it doesn't include this function (see below).</p><p></p><p></p><p>Sure, it is the rule. My point was Sleight of Hands is not the skill for picking locks or opening traps, or I should say, that certainly isn't made clear:</p><p></p><p>[ATTACH=full]385129[/ATTACH]</p><p>It would <em>seem</em> if Sleight of Hand was meant to be used to open locks and disarm traps, it would be here given how prevalent it is in the game. <strong>But, of course, we don't have it, do we?</strong> I realize this is just supposed to be a "sample" of things you can do, but omitting one of the most common uses seems pretty egregious.</p><p></p><p></p><p>I agree completely. I HUGE fail in 2024 by WotC.</p><p></p><p></p><p>Sure. It would have been useful, certainly.</p><p></p><p>NOTE: again, personally, IMO Sleight of Hand should NOT be used for picking a lock or disarming a trap. Making it so means proficiency in Thieves' tools alone is sort of pointless. How can you pick the lock or disarm the trap without them? A tool proficiency is all you should need to use a tool. There should not be a skill that goes with it. I mean, is Forgery then a Dexterity (Sleight of Hand) check as well??</p><p></p><p></p><p>Whatever works for you. For myself, I won't allow doubling down on skills and tools.</p><p></p><p></p><p>Sure.</p><p></p><p></p><p>Yep. The idea that a trap's tripwire, once you notice it, can just "be disabled" without a check needed is stupid IMO. IME simply cutting a tripwire is a sure-fire way to set off the trap, not disable it.</p><p></p><p>Narrate or roll is inconsequential to me as far as the rules are concerned. For the people who preferred rolling to role-ing, concrete rules should be in place.</p><p></p><p>Returning to Thieves' tool and Sleight of Hand, for example.</p><p>Although nothing in the Sleight of Hand examples implies it is used with picking a lock, all the rules everywhere else support this is the case. Fine, I don't personally AGREE with that use of the skill, but whatever...</p><p></p><p>The instances where Dexterity (Sleight of Hand) is used for picking a lock specifies "with Thieves' tools". So, RAW you have:</p><ol> <li data-xf-list-type="ol"><em><strong>skill proficiency</strong>, no tool proficiency, and having thieves' tools to use</em>: normal check with PB</li> <li data-xf-list-type="ol"><em>no skill proficiency, <strong>tool proficiency</strong>, and having thieves' tools to use</em>: normal check with PB</li> <li data-xf-list-type="ol"><em><strong>skill proficiency, tool proficiency</strong>, and having thieves' tools to use</em>: advantage with PB</li> <li data-xf-list-type="ol"><em><strong>skill proficiency</strong>, no tool proficiency, and improvised "thieves' tools" (like a slim dagger)</em>: disadvantage with PB</li> <li data-xf-list-type="ol"><em>no skill proficiency, <strong>tool proficiency</strong>, using improvised "thieves' tools"</em>: disadvantage with PB</li> <li data-xf-list-type="ol"><em>no skill proficiency, no tool proficiency, using improvised tools</em>: disadvantage without PB</li> </ol><p></p><p>Ultimately, that is the way I see it RAW. It is stupid, IMO, because it makes two different proficiencies allow you to add your proficiency bonus to the same check (in other words--either method "works" to open a lock). If you have a tool proficiency, that is all you should need IMO. <strong>Having the physical tools, but not knowing how to use them, <em>but still being able to apply your proficiency bonus</em>, seems strange to me.</strong> That is #1 above.</p><p></p><p>What #1 should be IMO, if you wanted to use synergies, would be:</p><ol> <li data-xf-list-type="ol"><em><strong>skill proficiency</strong>, no tool proficiency, and having thieves' tools to use</em>: <strong><em>advantage </em></strong><em><strong>without </strong></em>PB</li> </ol><p>Only proficiency in the tool would allow you to add your proficiency bonus. Synergies could still grant advantage if you have the physical tools to use. This would also create another option:</p><p></p><p style="margin-left: 20px">7. <em><strong>skill proficiency</strong>, no tool proficiency, using improvised tools</em>: <strong><em>check </em></strong><em><strong>without </strong></em>PB</p><p></p><p>The skill synergy would offset the use of improvised tools.</p><p></p><p>However, I know this would never be accepted because the idea of having a skill proficiency and NOT being able to add proficiency bonus flies in the face of 5E's "design".</p></blockquote><p></p>
[QUOTE="Guest 7037866, post: 9501126"] Thanks... I guess? But are you saying you do not agree with my interpretation? If so, no issues, just checking. I wasn't aware all the other instances specify Sleight of Hand since the samples for it doesn't include this function (see below). Sure, it is the rule. My point was Sleight of Hands is not the skill for picking locks or opening traps, or I should say, that certainly isn't made clear: [ATTACH type="full" width="757px"]385129[/ATTACH] It would [I]seem[/I] if Sleight of Hand was meant to be used to open locks and disarm traps, it would be here given how prevalent it is in the game. [B]But, of course, we don't have it, do we?[/B] I realize this is just supposed to be a "sample" of things you can do, but omitting one of the most common uses seems pretty egregious. I agree completely. I HUGE fail in 2024 by WotC. Sure. It would have been useful, certainly. NOTE: again, personally, IMO Sleight of Hand should NOT be used for picking a lock or disarming a trap. Making it so means proficiency in Thieves' tools alone is sort of pointless. How can you pick the lock or disarm the trap without them? A tool proficiency is all you should need to use a tool. There should not be a skill that goes with it. I mean, is Forgery then a Dexterity (Sleight of Hand) check as well?? Whatever works for you. For myself, I won't allow doubling down on skills and tools. Sure. Yep. The idea that a trap's tripwire, once you notice it, can just "be disabled" without a check needed is stupid IMO. IME simply cutting a tripwire is a sure-fire way to set off the trap, not disable it. Narrate or roll is inconsequential to me as far as the rules are concerned. For the people who preferred rolling to role-ing, concrete rules should be in place. Returning to Thieves' tool and Sleight of Hand, for example. Although nothing in the Sleight of Hand examples implies it is used with picking a lock, all the rules everywhere else support this is the case. Fine, I don't personally AGREE with that use of the skill, but whatever... The instances where Dexterity (Sleight of Hand) is used for picking a lock specifies "with Thieves' tools". So, RAW you have: [LIST=1] [*][I][B]skill proficiency[/B], no tool proficiency, and having thieves' tools to use[/I]: normal check with PB [*][I]no skill proficiency, [B]tool proficiency[/B], and having thieves' tools to use[/I]: normal check with PB [*][I][B]skill proficiency, tool proficiency[/B], and having thieves' tools to use[/I]: advantage with PB [*][I][B]skill proficiency[/B], no tool proficiency, and improvised "thieves' tools" (like a slim dagger)[/I]: disadvantage with PB [*][I]no skill proficiency, [B]tool proficiency[/B], using improvised "thieves' tools"[/I]: disadvantage with PB [*][I]no skill proficiency, no tool proficiency, using improvised tools[/I]: disadvantage without PB [/LIST] Ultimately, that is the way I see it RAW. It is stupid, IMO, because it makes two different proficiencies allow you to add your proficiency bonus to the same check (in other words--either method "works" to open a lock). If you have a tool proficiency, that is all you should need IMO. [B]Having the physical tools, but not knowing how to use them, [I]but still being able to apply your proficiency bonus[/I], seems strange to me.[/B] That is #1 above. What #1 should be IMO, if you wanted to use synergies, would be: [LIST=1] [*][I][B]skill proficiency[/B], no tool proficiency, and having thieves' tools to use[/I]: [B][I]advantage [/I][/B][I][B]without [/B][/I]PB [/LIST] Only proficiency in the tool would allow you to add your proficiency bonus. Synergies could still grant advantage if you have the physical tools to use. This would also create another option: [INDENT]7. [I][B]skill proficiency[/B], no tool proficiency, using improvised tools[/I]: [B][I]check [/I][/B][I][B]without [/B][/I]PB[/INDENT] The skill synergy would offset the use of improvised tools. However, I know this would never be accepted because the idea of having a skill proficiency and NOT being able to add proficiency bonus flies in the face of 5E's "design". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I disarm traps? Does Thieves' Tools do anything?
Top