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How do I disarm traps? Does Thieves' Tools do anything?
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<blockquote data-quote="clearstream" data-source="post: 9501838" data-attributes="member: 71699"><p>That's a good observation and one I want to reflect on... the Utilize wording is forceful. If you are right, a further implication is that text like that in <em>Vecna, Eve of Ruin</em> specifying</p><p></p><p style="margin-left: 20px">This room's only door is padlocked from the outside. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check.</p><p></p><p>is emptied of meaning, as the DC with thieves' tools will always be 15.</p><p></p><p></p><p>You make a good point, noting too the <em>Vecna, Eve of Ruin</em> examples [USER=7635]@Remathilis[/USER] helpfully supplied. Technically, my rules analysis remains correct: every text citing Sleight of Hand thus far is an example of world content and not game system. Leading me to conjecture that the designers, while accustomed to parameterising world content of that sort with Sleight of Hand, for some reason whithheld from adding it to the game system text for the skill. The kind of motive that would result in such a design choice aligns well with your preference: they didn't want to chain picking locks and disarming traps to one skill.</p><p></p><p>As a secondary thought, if one does read world content examples to imply system, then that presents an argument against the implications drawn from the Tools text just above... seeing as those conflict with extant cases.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9501838, member: 71699"] That's a good observation and one I want to reflect on... the Utilize wording is forceful. If you are right, a further implication is that text like that in [I]Vecna, Eve of Ruin[/I] specifying [INDENT]This room's only door is padlocked from the outside. As an action, a character with thieves' tools can use them to try to open the lock, doing so with a successful DC 18 Dexterity (Sleight of Hand) check.[/INDENT] is emptied of meaning, as the DC with thieves' tools will always be 15. You make a good point, noting too the [I]Vecna, Eve of Ruin[/I] examples [USER=7635]@Remathilis[/USER] helpfully supplied. Technically, my rules analysis remains correct: every text citing Sleight of Hand thus far is an example of world content and not game system. Leading me to conjecture that the designers, while accustomed to parameterising world content of that sort with Sleight of Hand, for some reason whithheld from adding it to the game system text for the skill. The kind of motive that would result in such a design choice aligns well with your preference: they didn't want to chain picking locks and disarming traps to one skill. As a secondary thought, if one does read world content examples to imply system, then that presents an argument against the implications drawn from the Tools text just above... seeing as those conflict with extant cases. [/QUOTE]
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How do I disarm traps? Does Thieves' Tools do anything?
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