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<blockquote data-quote="Tony Vargas" data-source="post: 6852680" data-attributes="member: 996"><p>Actually, I've seen a few people try, but I've never actually witnessed one succeeding, myself. But that's beside the point. </p><p></p><p>They're still using a tool, just an improvised one. Part of the idea of tool proficiency as opposed to skill proficiency is that there's a tool involved, without which you can't perform the task. (Of course, another part of it is that tool proficiencies are apparently open-ended, there's a set number of skills, but there might always be more tools. You encounter a warp-drive repair kit, you might be able to invest enough downtime to become proficient with it.)</p><p></p><p>That works too.</p><p>They're a common ground for players who happen to read them and come to the same conclusion about what they mean - otherwise place to start for the DM. </p><p></p><p>It's definitely not written as a technical manual or user's guide. But you can read through it and get a feel for the game and some inspiration for the kind of character you might want to play or campaign you might want to run. And the rules provide a framework to do most of that, up to the point that there's any uncertainty or disagreement - at which point it's the DM's job to resolve it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6852680, member: 996"] Actually, I've seen a few people try, but I've never actually witnessed one succeeding, myself. But that's beside the point. They're still using a tool, just an improvised one. Part of the idea of tool proficiency as opposed to skill proficiency is that there's a tool involved, without which you can't perform the task. (Of course, another part of it is that tool proficiencies are apparently open-ended, there's a set number of skills, but there might always be more tools. You encounter a warp-drive repair kit, you might be able to invest enough downtime to become proficient with it.) That works too. They're a common ground for players who happen to read them and come to the same conclusion about what they mean - otherwise place to start for the DM. It's definitely not written as a technical manual or user's guide. But you can read through it and get a feel for the game and some inspiration for the kind of character you might want to play or campaign you might want to run. And the rules provide a framework to do most of that, up to the point that there's any uncertainty or disagreement - at which point it's the DM's job to resolve it. [/QUOTE]
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