As a longtime player of D&D, just getting back in after a number of years, now that my eldest child is interested, I have had the chance to review the 5th edition rules and participated in my first game.
One of the things I have found 'missing' or 'lacking' is a clarity regarding checks and usage of some of the tools (and their associated skills).
For example, the Perform skill includes and supports all of the musical instrument (tools) and their proficiency checks, separate from having their 'own skill'. Items such as the Disguise Kit are covered under the Deception skill, separate from having their 'own skill'.
However, there is a 'block' of Other checks under each section of the Ability checks to 'lump' in other potential checks.
In the session I attended, watching two different DMs running events, one used Sleight of Hand to encompass Thieves Tools and the other did straight Dex checks against the Thieves' Tools skill.....
m I missing something in terms of these checks or are each of the 'tool related' checks, also covered under another skill? if not, should there not be more skills or focus to cover these types of situations instead of leaving them 'hanging'?
I understand the intent behind streamlining 5th in comparison to the immense customization options in the past, but it seems this is a gap that needs resolution.
As I intend to get back into running, and hopefully writing, adventures again, a clear understand of this gap would be beneficial to me.
1. Alternate skill checks. IE. If you want to do something use X or Y. For example to get out of a grapple you can use an acrobatics or athletics skill check. Similarly to impress a group of people with a flute you could use performance or Tool Proficiency (flute)
2. One helps the other. Passing a disguise check with a disguise kit gives you advantage on any attempts to use deception or performance to pretend to be the person you are disguised as. (failing said check by 5 or more might grant disadvantage)
3. Multiple skills checks needed. Lets say you are wanting to bust your friend out of jail. You need to successfully forge a release document signed by the nobility, successfully create some sort of disguise of a rank noble who would administer such an action. Then successfully pass a deception check to pass yourself off as said person.
Personally I usually stick with 1 unless it is a compelling reason for it to be a more complicated process. Version 3 can be made out to be a bit like a skill challenge of editions of old in which you try to pass 3 checks before failing 3.
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As a longtime player of D&D, just getting back in after a number of years, now that my eldest child is interested, I have had the chance to review the 5th edition rules and participated in my first game.
One of the things I have found 'missing' or 'lacking' is a clarity regarding checks and usage of some of the tools (and their associated skills).
For example, the Perform skill includes and supports all of the musical instrument (tools) and their proficiency checks, separate from having their 'own skill'. Items such as the Disguise Kit are covered under the Deception skill, separate from having their 'own skill'.
However, there is a 'block' of Other checks under each section of the Ability checks to 'lump' in other potential checks.
In the session I attended, watching two different DMs running events, one used Sleight of Hand to encompass Thieves Tools and the other did straight Dex checks against the Thieves' Tools skill.....
m I missing something in terms of these checks or are each of the 'tool related' checks, also covered under another skill? if not, should there not be more skills or focus to cover these types of situations instead of leaving them 'hanging'?
I understand the intent behind streamlining 5th in comparison to the immense customization options in the past, but it seems this is a gap that needs resolution.
As I intend to get back into running, and hopefully writing, adventures again, a clear understand of this gap would be beneficial to me.
Any thoughts would be appreciated.
Austin Chick
Here's another thread that might help answer some of your questions:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/2596-tools-equipment-and-ability-checks
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A couple of options are available.
1. Alternate skill checks. IE. If you want to do something use X or Y. For example to get out of a grapple you can use an acrobatics or athletics skill check. Similarly to impress a group of people with a flute you could use performance or Tool Proficiency (flute)
2. One helps the other. Passing a disguise check with a disguise kit gives you advantage on any attempts to use deception or performance to pretend to be the person you are disguised as. (failing said check by 5 or more might grant disadvantage)
3. Multiple skills checks needed. Lets say you are wanting to bust your friend out of jail. You need to successfully forge a release document signed by the nobility, successfully create some sort of disguise of a rank noble who would administer such an action. Then successfully pass a deception check to pass yourself off as said person.
Personally I usually stick with 1 unless it is a compelling reason for it to be a more complicated process. Version 3 can be made out to be a bit like a skill challenge of editions of old in which you try to pass 3 checks before failing 3.