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<blockquote data-quote="Kobold Stew" data-source="post: 6380120" data-attributes="member: 23484"><p>Honestly, if the idea has legs, then I think adding crowbar as a tool proficiency makes sense too. One of the play test drafts had a "Break stuff" skill, and (on exactly this analogy) a crowbar proficiency could be used to adjust the DC. </p><p></p><p>There's no rolls associated with Climber's kits or fishing tackle, and even the healer's kit, and so they're not really analogous -- there's no unproblematic way to map improving the use of such items with the proficiency boys. But certainly if someone were proficient in fishing tackle, I'd let them catch a bigger fish, or whatever -- but that's not what the heart of this proposal.</p><p></p><p>Crowbar is analogous, though. The question becomes whether sliding the DC is more valuable thatn other tool proficiencies.</p><p></p><p></p><p></p><p>On the contrary, it's way too high for my taste. How often would a tied up character get to roll? Once a minute? Even if it's just a single roll (and other threads recently have shown that's not the way a vast majority of groups play it), that's still a very high escape rate, and why I think introducing a tool proficiency makes sense.</p><p></p><p>The question becomes, can one become better at tying someone up? I'm suggesting yes, and that the tool proficiency operates at a suitable granularity for those who would want this.</p><p></p><p>(As for the use of Str rather than Dex -- I'm accepting the rope rules as is; just trying to tweak the tool rules to replicate something from a previous edition. And because I wouldn't trust rope in this game for anything, with the DC set where it's at.).</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6380120, member: 23484"] Honestly, if the idea has legs, then I think adding crowbar as a tool proficiency makes sense too. One of the play test drafts had a "Break stuff" skill, and (on exactly this analogy) a crowbar proficiency could be used to adjust the DC. There's no rolls associated with Climber's kits or fishing tackle, and even the healer's kit, and so they're not really analogous -- there's no unproblematic way to map improving the use of such items with the proficiency boys. But certainly if someone were proficient in fishing tackle, I'd let them catch a bigger fish, or whatever -- but that's not what the heart of this proposal. Crowbar is analogous, though. The question becomes whether sliding the DC is more valuable thatn other tool proficiencies. On the contrary, it's way too high for my taste. How often would a tied up character get to roll? Once a minute? Even if it's just a single roll (and other threads recently have shown that's not the way a vast majority of groups play it), that's still a very high escape rate, and why I think introducing a tool proficiency makes sense. The question becomes, can one become better at tying someone up? I'm suggesting yes, and that the tool proficiency operates at a suitable granularity for those who would want this. (As for the use of Str rather than Dex -- I'm accepting the rope rules as is; just trying to tweak the tool rules to replicate something from a previous edition. And because I wouldn't trust rope in this game for anything, with the DC set where it's at.). [/QUOTE]
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