Let me explain, when I say tools I mean tools that characters can potentially be proficient in. Do we have a wide selection of crafting tools to choose from? Yes, in a sense, but there are still some tools that a character could use that aren't on the list. As far as I can tell, there are no Builder's Tools for characters to take advantage of. Yes, Carpenter's Tools work out pretty well if you have a character and want to basically make a boat. But happens when you have character that goes "I wanna build a bridge"? There aren't any tools to become proficient in that quite work out for that in the game currently, Builder's Tools would be the best set of tools for building a bridge or constructing a structure. Not to mention, it would be interesting to see the characters with Carpenter's Tool proficiency working together with the character with Builder's Tool proficiency to make a structure over the course of a few in-game hours or minutes, likely bantering all the while.
Another set of tools not quite represented is Miner's/Mining Tools, the closet we get is a Mining Pick in some backgrounds, and while I admit that some would argue that is a Mining Tool, I won't debate that. But miners used more than picks, they also used shovels; and in later periods they even used chemicals and outright explosives. Mining Tools would likely have to encompass all of that.
Also, it's just fun seeing more crafts being represented in the game. An entire party of characters with crafting proficiencies isn't unusual for the game now, just likely to be uncommon. Also, the thought of a Bard with proficiency in Builder's Tools literally singing while they work is just an amusing thought to me. Not to mention, having both of those kinds of tools available for characters also opens up Builder and Miner as potential backgrounds for characters. Not mention, historically some militaries did require their soldiers to have skills outside of those that were overtly combat specific.
There are just so many more possibilities that can open up for characters when you add in these sorts of things. Thoughts? Additions?
For building there's Carpenter's Tools for woodwork and there's Mason's Tools for stonework. You can build pretty much anything (for the fantasy time-period of D&D) using both of those skills. So I would say we already have Builder's Tools - they're just two separate professions.
I don't disagree that more skill choices would be nice - but some things can already be achieved by the tools already available.
Hmmm. I think it's just creatively applying the existing tools rather than needing to invent new ones.
Want to build a bridge? What kind? Vine/rope bridge: roll survival Wooden bridge: roll with carpenter's tools Stone bridge: roll with mason's tools Metal bridge: find a foundry/forge and get to work with smith's tools
Wanting to mine? You can buy picks and shovels and carts and such - roll strength. Want explosives? Roll with alchemist's supplies. Oh, and roll again with DEX to make sure you don't set it off on accident.
The ones you get allow you to craft anything made from vegetable matter, cloth, animal hide, stone, brick, metal, and wood. You also have tools to cover more specific and delicate aspects like woodcarving or gadget tinkering. You can also craft potions, medicine kits, antivenin, poison, and such.
You can apply these tools in many ways to make almost anything. For mining you can buy the items individually and make use of other tools like mason tools (picks, chisels, etc), smith tools (hammers, nails, etc) and carpenter's tools (support beams) and alchemist supplies.for explosives, erosions, cleaning of ores. Smith Tools can cover the smelting and.. so on.
If you really need some specific tool kit - just add it to the sheet, then. The D&D Beyond character sheet supports ad-hoc additions of tools which you can name as you see fit.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
There are no miner's tools, but there are pickaxes, shovels, gunpowder, acid, and whatever else you can think of needing to mine. And you just don't need proficiency, because they don't require training to use (and you can use actual skills to use correctly).
I can't actually think of any tools that are needed to stand out from the existing selection. In fact, I think there are too many (cobbler's tools really).
Maybe, but the diversity of crafting and tool options is still fun to see
I guess, but why navigator's and cartographer's tools? They overlap so much. One can navigate, read a map, and find roads and settlements. The other can navigate, read a map, and find roads and settlements.
The only differences are that one can navigate using the stars, is specialised in nautical navigation, and is not an artisan tool (making it harder to be proficient in). And the other can make maps (and find "hidden messages" in maps), is not specialised for land or sea, and is an artisan tool.
I see your point, especially since you need to have an understanding of navigation to perform cartography well or competently. Honestly, I'm confused by that as well. proficiency in Mason's Tools and Carpenter's Tools does basically mean you can build a bridge with little to no help in a game but that's still a little annoying that you need 2 different tool proficiencies to pull off something like that.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Let me explain, when I say tools I mean tools that characters can potentially be proficient in. Do we have a wide selection of crafting tools to choose from? Yes, in a sense, but there are still some tools that a character could use that aren't on the list. As far as I can tell, there are no Builder's Tools for characters to take advantage of. Yes, Carpenter's Tools work out pretty well if you have a character and want to basically make a boat. But happens when you have character that goes "I wanna build a bridge"? There aren't any tools to become proficient in that quite work out for that in the game currently, Builder's Tools would be the best set of tools for building a bridge or constructing a structure. Not to mention, it would be interesting to see the characters with Carpenter's Tool proficiency working together with the character with Builder's Tool proficiency to make a structure over the course of a few in-game hours or minutes, likely bantering all the while.
Another set of tools not quite represented is Miner's/Mining Tools, the closet we get is a Mining Pick in some backgrounds, and while I admit that some would argue that is a Mining Tool, I won't debate that. But miners used more than picks, they also used shovels; and in later periods they even used chemicals and outright explosives. Mining Tools would likely have to encompass all of that.
Also, it's just fun seeing more crafts being represented in the game. An entire party of characters with crafting proficiencies isn't unusual for the game now, just likely to be uncommon. Also, the thought of a Bard with proficiency in Builder's Tools literally singing while they work is just an amusing thought to me. Not to mention, having both of those kinds of tools available for characters also opens up Builder and Miner as potential backgrounds for characters. Not mention, historically some militaries did require their soldiers to have skills outside of those that were overtly combat specific.
There are just so many more possibilities that can open up for characters when you add in these sorts of things. Thoughts? Additions?
For building there's Carpenter's Tools for woodwork and there's Mason's Tools for stonework. You can build pretty much anything (for the fantasy time-period of D&D) using both of those skills. So I would say we already have Builder's Tools - they're just two separate professions.
I don't disagree that more skill choices would be nice - but some things can already be achieved by the tools already available.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
The tools available are the ones found in the PHB. DDB is not in charge of changing the rules.
That being said, the existing tools are fairly expansive and cover almost all possible tools an adventurer might need
Find my D&D Beyond articles here
Hmmm. I think it's just creatively applying the existing tools rather than needing to invent new ones.
Want to build a bridge? What kind?
Vine/rope bridge: roll survival
Wooden bridge: roll with carpenter's tools
Stone bridge: roll with mason's tools
Metal bridge: find a foundry/forge and get to work with smith's tools
Wanting to mine? You can buy picks and shovels and carts and such - roll strength.
Want explosives? Roll with alchemist's supplies. Oh, and roll again with DEX to make sure you don't set it off on accident.
:)
The ones you get allow you to craft anything made from vegetable matter, cloth, animal hide, stone, brick, metal, and wood. You also have tools to cover more specific and delicate aspects like woodcarving or gadget tinkering. You can also craft potions, medicine kits, antivenin, poison, and such.
You can apply these tools in many ways to make almost anything. For mining you can buy the items individually and make use of other tools like mason tools (picks, chisels, etc), smith tools (hammers, nails, etc) and carpenter's tools (support beams) and alchemist supplies.for explosives, erosions, cleaning of ores. Smith Tools can cover the smelting and.. so on.
If you really need some specific tool kit - just add it to the sheet, then. The D&D Beyond character sheet supports ad-hoc additions of tools which you can name as you see fit.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
There are no miner's tools, but there are pickaxes, shovels, gunpowder, acid, and whatever else you can think of needing to mine. And you just don't need proficiency, because they don't require training to use (and you can use actual skills to use correctly).
I can't actually think of any tools that are needed to stand out from the existing selection. In fact, I think there are too many (cobbler's tools really).
Maybe, but the diversity of crafting and tool options is still fun to see
I guess, but why navigator's and cartographer's tools? They overlap so much. One can navigate, read a map, and find roads and settlements. The other can navigate, read a map, and find roads and settlements.
The only differences are that one can navigate using the stars, is specialised in nautical navigation, and is not an artisan tool (making it harder to be proficient in). And the other can make maps (and find "hidden messages" in maps), is not specialised for land or sea, and is an artisan tool.
I see your point, especially since you need to have an understanding of navigation to perform cartography well or competently. Honestly, I'm confused by that as well. proficiency in Mason's Tools and Carpenter's Tools does basically mean you can build a bridge with little to no help in a game but that's still a little annoying that you need 2 different tool proficiencies to pull off something like that.