So... I'm a relatively new DM (just completed LMOP and am around half way through OOTA) and have a pretty rogue-heavy party. One of them specialized as an assassin which allowed them to become proficient in disguise kit and poison kits. We were all super excited about this (especially as I'm making a ton of stealth/RP heavy missions such as heists, etc.) but quickly ran into a road block: there doesn't seem to be a lot of guidance on checks/process required for disguise kits.
After searching around the old googler, I could't really find a ton of guidance that worked for our group. I know that the spirit of disguise kits as written is for roleplaying but decided to make a skills table to flesh this super cool aspect of the game out a bit (included a link to the document at the link below).
The idea is for the player to have to choose how long they want to spend working on it (i.e. are they in a hurry and need to whip something together or do they have time to really sit down and make it) which comes with bonuses/penalties on the quality of the roll (while still allowing for some cool Roleplaying. i.e. you spend a couple of hours on a costume and, even though you're rushed and at disadvantage, you still roll high for an awesome disguise, outfit, etc.). These affects would apply to the player or anyone they disguise.
The process in game is outlined below. Would love to hear your thoughts on this as I might be looking at this too narrowly and overlooking something obvious. Thanks!
Disguise Kit Process:
Player announces the costume they're trying to make and how long they want to spend working on it (short, medium, long).
DM determines the attribute to be used (INT or Dex) from the player's description
Player uses chart to roll how long they spend working on the costume (rows) and how well they do (columns).
After rolling, the player decides whether or not they'd like to make the disguise (i.e. "I can make this no problem" or, "I think it's too long to make or might be outside my scope of expertise")
Rules-wise, it’s a lot simpler. If you’re proficient in disguise kits, you add your proficiency bonus to whatever ability score you use to check how good of a disguise the character makes. Maybe DEX for how skillfully they apply it, or wisdom or int for know what to apply. Then that would set the DC for the observer to tell if they can see through the disguise. Probably a perception check.
Your way can work, too, if you want something more complex/detailed. Though it may throw off the math by using modifiers besides proficiency bonus for one side and not the other.
I’m also interested in these ideas too - I have been trying to figure out how to go about it all actually. I like the rogue assassin concept so I appreciate this.
on the costume, i would make 2 of those boxes the equivalent of disguise self and the appearance version of alter self, so that you're lining/balancing things up with something officially in the game. i also think i'd get rid of the 'in perpetuity' option....or make it require some kind of maintenance. the only 'in perpetuity' option i can think of when it comes to disguises is real surgery.
on the poison, i think your chart doesn't work with existing poisons unless your entire chart is just covering one poison (and then not sure which one). i'd spell out which poison you're talking about or change the concept of the chart so that top left corner has something like -5 to stated DC (instead of an actual number) and bottom right has like +10 to existing DC (some existing poisons have a DC 10, some up to DC 17 so your chart is basically taking out a lot of the uniqueness of existing poisons). look at the existing poisons in the dungeon master's guide and try to get your chart to be able to apply to all those. other options are to increase duration or damage.
on both of those, i'd look at the tool descriptions in XGE and try to expand on them to add depth and personality...not just wholly replace the rules.
edit: changed to the top left corner to -5...i suppose you could rush a batch of poison in a hurry and make something, but not quite the quality of regular poison...all up to you though.
Thank you for that considered response! I appreciate you linking the references materials as well! We'll have to look that over and see how it could apply!
on the costume, i would make 2 of those boxes the equivalent of disguise self and the appearance version of alter self, so that you're lining/balancing things up with something officially in the game. i also think i'd get rid of the 'in perpetuity' option....or make it require some kind of maintenance. the only 'in perpetuity' option i can think of when it comes to disguises is real surgery.
on the poison, i think your chart doesn't work with existing poisons unless your entire chart is just covering one poison (and then not sure which one). i'd spell out which poison you're talking about or change the concept of the chart so that top left corner has something like -5 to stated DC (instead of an actual number) and bottom right has like +10 to existing DC (some existing poisons have a DC 10, some up to DC 17 so your chart is basically taking out a lot of the uniqueness of existing poisons). look at the existing poisons in the dungeon master's guide and try to get your chart to be able to apply to all those. other options are to increase duration or damage.
on both of those, i'd look at the tool descriptions in XGE and try to expand on them to add depth and personality...not just wholly replace the rules.
edit: changed to the top left corner to -5...i suppose you could rush a batch of poison in a hurry and make something, but not quite the quality of regular poison...all up to you though.
Such a good point about perpetuity. Thanks for the thoughtful feedback!
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So... I'm a relatively new DM (just completed LMOP and am around half way through OOTA) and have a pretty rogue-heavy party. One of them specialized as an assassin which allowed them to become proficient in disguise kit and poison kits. We were all super excited about this (especially as I'm making a ton of stealth/RP heavy missions such as heists, etc.) but quickly ran into a road block: there doesn't seem to be a lot of guidance on checks/process required for disguise kits.
After searching around the old googler, I could't really find a ton of guidance that worked for our group. I know that the spirit of disguise kits as written is for roleplaying but decided to make a skills table to flesh this super cool aspect of the game out a bit (included a link to the document at the link below).
link to disguise kits table: https://1drv.ms/x/s!Al_1rgHnTtIDj2HWWBKQcMsnuCGo?e=k0f7eo
The idea is for the player to have to choose how long they want to spend working on it (i.e. are they in a hurry and need to whip something together or do they have time to really sit down and make it) which comes with bonuses/penalties on the quality of the roll (while still allowing for some cool Roleplaying. i.e. you spend a couple of hours on a costume and, even though you're rushed and at disadvantage, you still roll high for an awesome disguise, outfit, etc.). These affects would apply to the player or anyone they disguise.
The process in game is outlined below. Would love to hear your thoughts on this as I might be looking at this too narrowly and overlooking something obvious. Thanks!
Disguise Kit Process:
This is really awesome!!! I didn't see any issues and its very cool.
Thank you!!
Rules-wise, it’s a lot simpler. If you’re proficient in disguise kits, you add your proficiency bonus to whatever ability score you use to check how good of a disguise the character makes. Maybe DEX for how skillfully they apply it, or wisdom or int for know what to apply.
Then that would set the DC for the observer to tell if they can see through the disguise. Probably a perception check.
Your way can work, too, if you want something more complex/detailed. Though it may throw off the math by using modifiers besides proficiency bonus for one side and not the other.
Thanks! That’s helpful feedback.
I’m also interested in these ideas too - I have been trying to figure out how to go about it all actually. I like the rogue assassin concept so I appreciate this.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Glad it was helpful! My buddy and I are also working on one for poisoners kit. Let me know if you’re interested and I can post that one as well
Here is the Poisoner's Kit mentioned above! As before, feedback is very welcomed!
https://1drv.ms/x/s!Akkz2nY6eKlciTrnr5F6gRhP7ATW
on the costume, i would make 2 of those boxes the equivalent of disguise self and the appearance version of alter self, so that you're lining/balancing things up with something officially in the game. i also think i'd get rid of the 'in perpetuity' option....or make it require some kind of maintenance. the only 'in perpetuity' option i can think of when it comes to disguises is real surgery.
on the poison, i think your chart doesn't work with existing poisons unless your entire chart is just covering one poison (and then not sure which one). i'd spell out which poison you're talking about or change the concept of the chart so that top left corner has something like -5 to stated DC (instead of an actual number) and bottom right has like +10 to existing DC (some existing poisons have a DC 10, some up to DC 17 so your chart is basically taking out a lot of the uniqueness of existing poisons). look at the existing poisons in the dungeon master's guide and try to get your chart to be able to apply to all those. other options are to increase duration or damage.
on both of those, i'd look at the tool descriptions in XGE and try to expand on them to add depth and personality...not just wholly replace the rules.
edit: changed to the top left corner to -5...i suppose you could rush a batch of poison in a hurry and make something, but not quite the quality of regular poison...all up to you though.
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Thank you for that considered response! I appreciate you linking the references materials as well! We'll have to look that over and see how it could apply!
Such a good point about perpetuity. Thanks for the thoughtful feedback!