D&D 5E Mearls: "Imagine I am writing a section on tool proficiencies for XGE..."


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I don't see this going well.

More definition around tools would be nice. I'm actually not entirely sure I like them being separate from skills, but it does fit into the mold of "everything is just just a special case of ability check." In that light, maybe just give us a list of tools and what stat they go with.

Here's an interesting thought: Does research count as tool: Library? Could we drill into that?

Also, could we get some better crafting rules as part of the smithing, etc. tools?
 

Isn't it really late in the publishing process to be asking something like that? Seems like the book should be mostly finalized at this point.

Maybe I'm wrong, but I'm starting to get a sense of "rush job" around this book. The weekly UA's only just wrapped up a month ago, and almost none of the content was worthy of publication IMO.
 

I'd rather additional content be added to another book at a latter time. It should be time to put a bow on it. But I'm not dead set on it either way.
 

I seem to recall that the 'ship to printer date' is more like a couple months in advance. They have till November. And it looks like they are still playtesting subclasses in UA. So this seems reasonable.

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Tools have the advantage of being easier to switch ability scores. So examples of what each tool can be used for would be cool.


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A point for musical instruments and gaming tool proficiencies. Right now they're just wasted space.

A revision of the 'this is a bonus for using a tool and only applies when you have that tool' rule. Improvising thieves' tools from a rusty nail shouldn't be something that's totally off the reservation, and someone who has proficiency in thieves' tools should be better at doing so than someone without the training. Someone skilled with a musical instrument should know things about music etc.

Most tools need mechanical effects or at least a nod to how to resolve them.
 

We use gaming tool proficiencies. I might not be understanding you [MENTION=5890]Saeviomagy[/MENTION].

The campaign world has a game called Drax.

If you are not proficient in the tool you use a straight Int check as you play/learn.

If you are proficient you add your proficiency bonus.

If you don't have the tool in your possession, you cant use it (play the game).
 


They said Tomb just finished up and is going to the printers now, which means there are still probably 2 months remaining on XGtE before lock.

If they decided to hold off on putting the Mystic and Artificer into the book, they now have some pages available. Perhaps they already have new rules in the book having to do with Tools (probably in conjunction with the new Downtime rules), and since they now have more pages available, they can expand some sections.

Thus, by Mike asking what parts of Tool proficiencies we want to see expanded upon, he can make a better decision on which parts to have expanded that we would actually want to see. After all... if every new section of this book has seen parts cut due to space... finding out which parts we'd prefer to add back in is not a bad idea at all.

And incidentally... in terms of what's been cut, it is my hope/guess that any rules having to do with the other campaign settings and planes were removed, and they will form the basis of the 2018 book. Once they decided they needed more time on the Mystic (Dark Sun primary rules) and Artificer (Eberron primary rules), they decided to hold off on any connection to a "multiplanar" book theme. So now I don't expect to see anything in XGtE about dragonmarks, or the three Dragonlance mage colleges, or kinder or any of that stuff. Maybe in 2018 once the two new big classes are finalized? At least, that's my hope.
 

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