D&D 5E Questions from a Newb

If you cannot understand why a character couldn't just luck into open a lock, you should apply the same forethought into understanding a trained thespian cannot simply pick up an instrument and play it.

Going on from those 2 points - the first is are you suggesting modern locks have not progressed in the past 1000 years to the point an untrained person who would've lived in an era when picking locks was probably far more likely, since security codes and passwords were not around? You have to remember things would've been far different, and while an adventurer was "untrained" in picking locks, it would be assumed they could have some experience in dealing with it from time to time, maybe their key broke at home to a chest and they couldn't afford a replacement. So when it comes to certain untrained skills it's not like some kid who goes to school and then plays video games is trying, it's about adapting the situation to a period wherein a lock was technologically advanced (I guess consider it on par with someone untrained learning to code themselves).

Going on to Perform, performance (as you said) is a natural talent for coping with crowds, it's about delivering the scene in an entertaining and dramatic manner. Musical Instruments can be used as part of a performance, but this is where a DM could decide if you're not "performing" but merely putting on a performance, you might use (dexterity) musical instrument as you're attempting to play a very manually dextrous piece on your violin.

Ultimately it is up to the DM how they allow players untrained in a skill or tool to act - sometimes denying them a roll while other times they might just have a basic chance of something happening. I would expect many DMs not to let an untrained person attempt to use a tool, such as thieves' tools, because a player is unlikely to know what to do with them, but may allow them a straight dex check to open a lock somehow (and simply alter the DC). One thing I do think is a lot of the time people use "Disadvantage" to mean "The DM isn't sure how to alter the DC of the check properly" as Disadvantage is more you have a temporary impairment, not a permanently crappy chance. Disadvantage is best used when you are intoxicated and trying to lie, or attempting to pick a lock with 1 broken hand, as opposed to using it when you don't have the appropriate tools (which, in essence, is not temporary it's a permanent lack of the correct tool haha)

As for Deception and Performance, consider the TV show Leverage and Gina Bellman's character - a terrible performer on stage, but an amazing grifter (liar) off it. If you wish to use a performance to deceive, it's no longer a performance and simply becomes a deception check, it may involve flailing of the arms and a bit of acting, but acting is a division of performance that can also be used during deception as well.

Thieves' Tools probably seems more strange because you picture the modern day set and assume back then was similar. Technology, all technology, changes over time and picking a lock back then is not the same as doing it today - even if based on similar principles.
 

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Does Perform skill not include any musical instruments? They're listed as tools a character can be proficient with, but if they're not included in the general skill then the skill is limited to song and dance, maybe acting. Rather narrow, when all is said and done. Couldn't really include real serious theater, unless Disguise is somehow included: Playing a part on stage involves makeup, costume etc.. To really carry the part you'd also need some Deception to fully carry the part.

Okay, I'm going overboard, I know, and I probably shouldn't. But some things don't fit very neatly into a single box.

Proficiency with land vehicles overlaps with handle animals, considering how many land vehicles in a medieval setting either are animals, or call for directing and controlling them. Driving something with wheels calls for knowledge not only of the vehicle (be it a two wheel light cart or a huge and heavy freight wagon), but also with managing the team that draws it.

In short, it gets hard to separate the tool from the task. How could one have a skill in carpentry without that including tool specific proficiency with hammer and saw, even though knowing how to drive a nail without smashing your thumb doesn't make anyone a cabinette maker. (And yes, I know that neither of those specifics exist in D&D 5.)

Using skills/tools that are in the game: Knowing how to use an astrolabe and sextant (navigation tools) won't do you a bit of good without knowing the stars, or having a good star chart, and none of that will help you if you haven't got a map with longitude and latitude marked on it. Sun sightings? Have a good timepiece? Like, accurate to the second, over a period of weeks? (The British crown offered their version of the X-Prize at one time for someone who could come up with that timepiece, by the way. The equivalent of several million dollars...).

You get my point. It may have been the designers plan to separate the skills from the tools, and maybe that's workable. It just seems like an arbitrary bit of hair splitting, one that won't bear any real examination or challenge.

I think there's a fair bit of fuzz to the skill and tool proficiency. In the Performance example, there's actually 3 related proficiencies when it comes to disguises: Peformance, Deception and Disguise Kits. If you wanted to you can work them all out into totally separate areas, with Deception being actually telling the lies, Performance being actually acting like the person (body language, mannerisms, verbal tics, accents, etc.) and Disguise Kit handling how much somebody actually looks like somebody else. However, as far as I know, there's nothing in the book stating that having just one of these wouldn't account for handling all of the above tasks. It's really more group dependent than anything else.

Even separated the tools are more than just one tool at a time. A proficiency can easily cover multiple tools or entire kits of related equipment. The Navigator's Tools (pg 154 PHB) proficiency/equipment includes everything needed for navigating at sea, for example, including charts, tools for planning around winds and currents, etc.

In addition, I think the Animal Handling/Mount Tool prof overlap is intentional. It's at least partly to the group you're playing with to decide what exactly covers what, or if similar profs can be substituted for other profs. That way people can feel free to play the way they want, not the way the rules or some people on the internet tell them to.
 

Seems to be a lot of fuzz.

Well, I'm sure I'll learn.

Personally, I prefer to learn about a system, rather than having to learn about the DM. Far easier to plan, particularly when the character development isn't locked down at 1st level.
 


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