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*Dungeons & Dragons
Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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<blockquote data-quote="clearstream" data-source="post: 6578363" data-attributes="member: 71699"><p>I wouldn't apply disadvantage. <strong>The class description tells you that at 3rd level you can use it to disarm traps and use thieves tools at range</strong>. If that was intended to impose disadvantage the burden is on the rules writer to state it right there. If we supposed the contrary then *every* player ability must be said to have disadvantage whenever RAW is silent! Or if we don't think that, how do we decide other than picking and choosing which do, and which don't?</p><p></p><p>Conversely, a PC without the Arcane Trickster special should NOT be allowed to use Mage Hand that way. Not even with a disadvantage. Similarly to the above, if we supposed the contrary then all PCs should be allowed to help themselves to *every* ability. In asserting this I would also draw attention to the spell description which permits opening an unlocked container ergo not a locked one, with the normal use.</p><p></p><p>One is forced to suppose that anyone guarding valuables knows that their assailants might use magic. For example, instead of a trap activating with a trigger on the door, the trigger on the door deactivates it: if it isn't deactivated then it takes effect at a choke point further inside. As for fluff, demanding justification of this ability begs the question - what of all the other supernal class features?</p></blockquote><p></p>
[QUOTE="clearstream, post: 6578363, member: 71699"] I wouldn't apply disadvantage. [B]The class description tells you that at 3rd level you can use it to disarm traps and use thieves tools at range[/B]. If that was intended to impose disadvantage the burden is on the rules writer to state it right there. If we supposed the contrary then *every* player ability must be said to have disadvantage whenever RAW is silent! Or if we don't think that, how do we decide other than picking and choosing which do, and which don't? Conversely, a PC without the Arcane Trickster special should NOT be allowed to use Mage Hand that way. Not even with a disadvantage. Similarly to the above, if we supposed the contrary then all PCs should be allowed to help themselves to *every* ability. In asserting this I would also draw attention to the spell description which permits opening an unlocked container ergo not a locked one, with the normal use. One is forced to suppose that anyone guarding valuables knows that their assailants might use magic. For example, instead of a trap activating with a trigger on the door, the trigger on the door deactivates it: if it isn't deactivated then it takes effect at a choke point further inside. As for fluff, demanding justification of this ability begs the question - what of all the other supernal class features? [/QUOTE]
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Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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