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Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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<blockquote data-quote="Unwise" data-source="post: 6449896" data-attributes="member: 98008"><p>To me, it seems that almost the entire point of the Arcane Trickster is their ability to pick pockets and disarm traps from a distance. Used properly it is a powerful benefit, but you are comparing that to an Assassin who autocrits people regularly. The spell casting of the Trickster is not really their main schtick, this ability is. I would not nerf it anymore than I would say "sure, it does say fighters can wear heavy armor, but if you do so you get disadvantage on your most commonly used skills, after all, armor is heavy".</p><p></p><p>I don't mind the magehand = disadvantage for many actions where more than one hand is needed or it is unsure if there is enough fine manipulation available. This is just not the case here though, the rules are pretty explicit about it. There may be times that not being next to the trap might make perception harder leading to disadvantage, but that should be the exception. Check the DM manual excerpt about traps, it clearly shows that many traps are avoidable by simply breaking them or putting a shield up against them or just opening them with a long pole. This is not the sole domain of the Trickster.</p><p></p><p>How many times a session is this going to save the theif from being hit by a trap? If they are skilled (passing 66% of checks) and every play session has three traps, all of those traps have no alarms, or locks, or any consequences that can hurt the Trickster 20' away, it is still likely to only save them once a session. Even in a deathrap situation like that, is missing out on one attack against you every session so overpowered? Compare that to how often the Catburglar has managed to disarm/unlock/steal/climb/sabotage while still fighting, or how often the Assassin has autocrit somebody.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6449896, member: 98008"] To me, it seems that almost the entire point of the Arcane Trickster is their ability to pick pockets and disarm traps from a distance. Used properly it is a powerful benefit, but you are comparing that to an Assassin who autocrits people regularly. The spell casting of the Trickster is not really their main schtick, this ability is. I would not nerf it anymore than I would say "sure, it does say fighters can wear heavy armor, but if you do so you get disadvantage on your most commonly used skills, after all, armor is heavy". I don't mind the magehand = disadvantage for many actions where more than one hand is needed or it is unsure if there is enough fine manipulation available. This is just not the case here though, the rules are pretty explicit about it. There may be times that not being next to the trap might make perception harder leading to disadvantage, but that should be the exception. Check the DM manual excerpt about traps, it clearly shows that many traps are avoidable by simply breaking them or putting a shield up against them or just opening them with a long pole. This is not the sole domain of the Trickster. How many times a session is this going to save the theif from being hit by a trap? If they are skilled (passing 66% of checks) and every play session has three traps, all of those traps have no alarms, or locks, or any consequences that can hurt the Trickster 20' away, it is still likely to only save them once a session. Even in a deathrap situation like that, is missing out on one attack against you every session so overpowered? Compare that to how often the Catburglar has managed to disarm/unlock/steal/climb/sabotage while still fighting, or how often the Assassin has autocrit somebody. [/QUOTE]
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