I don't think it’s necessary to build a rogue with expertise in thieves tools. In fact, I rarely build rogues that do have expertise with thieves tools, and I build a lot of rogues. It really depends on the DM, but the lack of thieves tools can easily be circumvented. Your barbarian/fighter can smash it down. Wizards can cast knock. There might be more than one way into a room. I think it really depends on what you want your character to be like. As a thief, thieves tools are really nice to have expertise with, but a soulknife or arcane trickster might not have the same need. By the time you get reliable talent at 11th level, you’ll be picking all the locks anyway.
Basically, I’d say it depends on the character you want to make. If you want to be good at picking locks, go with it. Overall, though, other skills like stealth might serve you better.
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Also, remember you do not need the Tool skill to pick locks. Any character with the thieves' tools can attempt to pick locks, they just lack the additional proficiency bonus to the roll, but could still benefit from skill enhancing spells like Guidance. Adding a max +12 from expertise to the roll is really nice, but not always necessary over the max +6 from basic proficiency. Have a friend Help you and you can work with advantage as well.
"Proficiency with a tool allows you to add your Proficiency Bonus to any ability check you make using that tool."
Depending on the circumstance, a GM could rule that you can use a certain set of tools to help with a skill check. This allows you to add your proficiency bonus to a skill you are not proficient with if you can convince your GM your tool set is relevant. For instance, using the herbalist kit to aid medicine, nature checks, survival for finding the safe herbs and berries, Animal handling for cat nip, etc.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
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I don't think it’s necessary to build a rogue with expertise in thieves tools. In fact, I rarely build rogues that do have expertise with thieves tools, and I build a lot of rogues. It really depends on the DM, but the lack of thieves tools can easily be circumvented. Your barbarian/fighter can smash it down. Wizards can cast knock. There might be more than one way into a room. I think it really depends on what you want your character to be like. As a thief, thieves tools are really nice to have expertise with, but a soulknife or arcane trickster might not have the same need. By the time you get reliable talent at 11th level, you’ll be picking all the locks anyway.
Basically, I’d say it depends on the character you want to make. If you want to be good at picking locks, go with it. Overall, though, other skills like stealth might serve you better.
Please check out my homebrew and give me feedback!
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Also, remember you do not need the Tool skill to pick locks. Any character with the thieves' tools can attempt to pick locks, they just lack the additional proficiency bonus to the roll, but could still benefit from skill enhancing spells like Guidance. Adding a max +12 from expertise to the roll is really nice, but not always necessary over the max +6 from basic proficiency. Have a friend Help you and you can work with advantage as well.
"Proficiency with a tool allows you to add your Proficiency Bonus to any ability check you make using that tool."
Depending on the circumstance, a GM could rule that you can use a certain set of tools to help with a skill check. This allows you to add your proficiency bonus to a skill you are not proficient with if you can convince your GM your tool set is relevant. For instance, using the herbalist kit to aid medicine, nature checks, survival for finding the safe herbs and berries, Animal handling for cat nip, etc.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.