While we all carry some mundane gear for camping, meals etc do you also carry mundane gear besides weapons and armor for combat and exploration/team management
Below is the stuff my PCs typically carry (assuming they can afford it) and how they commonly use it. Acid - thrown at foes, poured on/into locks. Burns foes for small damage, dissolves poisons and can eat up internal workings breaking locks. alchemist’s fire - sets foes ablaze - basically a mideveal molotov Antitoxin - replaces the cleric’s neutralize poison spell for most common poisons Ball Bearings - I picture these as being about 2x the size of a BB, 200+ of them in a 10’ area acts like a grease spell ( Dex save or probed), as a DM I also have them grant disadvantage to attacks for those not proved in the area. After a fight they can often be swept up and reused. My PCs carry then in paper tubes of 200-500. caltrops - scatter the bag of 20 into the path of charging foes and watch the fun begin. candles - less for lighting or flames and more for the wax - used to mark paths, lubricate or create watertight seals where I want. Chalk - typically I carry 3 sticks/blocks for marking walls etc and 7 sticks/blocks in powdered form in “druggist folds” for tossing into the air to show invisibles, create obscuring clouds etc Fishing Tackle - generally more for fishing for food but can also be an impromptu whip - especially when used by a back line character on enemy back lines to disrupt spellcasting etc. grappling hook and silk rope - makes climbing much easier and the rope is half the weight for a few GPS more - well worth it once you can afford it Healer’s kit - no PC should be without their own, and the rest of the party should know where it is on each member for emergencies Magnifying glass - for that faint/tiny writing/symbol etc that you just have read/see clearly Mirror (steel) - looking around corners without spell use, depending on DM - reflecting eye/wand rays back or away, etc oil flasks - the second mideveal Molotov and a second mundane grease spell as well. Scale, Merchant’s - for making sure you and the merchant are dealing honestly while haggling over prices. sealing wax, like candles only a bit more expensive Signal Whistle - can be heard generally above the din of battle and if the party all has can be used for group commands and alerts spyglass - yes it’s 1000 GP but after a point you need something to spend that gold on and scouting ahead is always a good idea. String - the Middle Ages version of duct tape - 1001 uses, how creative can you be? I carry at least 100’ of it typically Small knife - for the string, wax, etc when you don’t really want a big dagger a small ( folding) knife is perfect. Whetstone - no not a combat item but it keeps all those blades nice and sharp.
Do you use any of these in different ways and are there others that you use regularly?
I don't think I've met a GM that would allow fishing line and tackle to be used as an improvised whip like that. A readied action with a sling would probably be more effective. It can, however, be very handy when rigging booby traps. Much harder to notice than a rope when you're making a tripline for a deadfall or other trap.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
A master fly fisherman will be using techniques and equipment that weren't developed until the 20th century.
Yes, it's possible to cast a fishing line with decent accuracy. But a fishing line is not a weapon and consequently not something that you're going to have an easy time actually using as such in combat.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I have always used fishing line hooks and small bells as warning devices or trip wires. Plus you can fish while you sleep.
Merchants scales can be as small as a marked stick or bar and a few small weights that you trust. You only need to check their one once and smaller to your weights of the same weight.Two tin cups can be used for the scale pans.
Set of very small files for sharpening those blades and for cutting new keys.
Watch a fly fisherman at “work”. Put a heavier weight and a couple of large hooks on the line and you have a very nasty long range whip.
sure, with 40 feet of clear space and disadvantage. A pro might be accurate, but a target would have plenty of time to take one step. I put this in the same category as 'you can freeze water to bust a metal lock'.
i think the vast majority of items in that list go into the 'what would i dump into my bag of holding' list...not 'what every PC should carry'. On top of that, most of those are more practically 1per party, not 'every pc'
I'd add block and tackle but just because i'm a fan...not because it'd actually change the outcome of a scenario. ...and a sack, i'm a big fan of those too.
When I play a spellcaster I like to use Crawler Mucus and Oil of Taggit along with Mage Hand as an improvised weapon - cast Mage Hand, have it dip a finger in the poison, and touch any creature within 30 ft.
I think folks are really missing something with the fishing whip but I’ll let it go till the end. Some replies to other comments. A) one per party - yeah, except when you do it that way you can be sure no one will take it counting on everyone else to do it. If you each take it yourself it’s a sure thing that someone will still have some by the end of the adventure when you can restock. ( I mostly play rangers and always plan and pack as if heading out alone anyway so …) B) Block and Tackle - if I was traveling around in a wagon or cart sure. Typically your not and a useful block and tackle is more than I want to lug on my back - 5 pounds is a bit much on top of the 80+ already loaded. C) Files - maybe, ones big enough to use on weapons are really too big - that is what the whetstones are for. If you need a file for your sword etc go see a blacksmith. Smaller files may already be present either in the thief’s tools or in someone’s jewelers tools . They are good for cutting modern keys, less so for older style keys D) sacks - this I agree with, they are light and handy for hauling extra loot whether coins, gems or the arms and weapons of the brigands that made the mistake of attacking your party. E) fishing line / string - deadfall’s/traps and warning systems are all solid uses. DnD has no monofilament but stout string can still be used to dismount/ trip persuers etc.
back to whips I think folks are thinking about modern fly/spinning/bait casting systems when they hear fishing gear. So let’s stop and consider a whip - a handle ranging from 1 to several feet long ( buggy whips etc) a coil of line of some sort generally 3 to 30 feet long (cat o’ tails to teamsters bullwhip) with a single strand or wire attached to the end to pop or cut/rip flesh. Then think of a simple bamboo fishing pole - a handle ( generally several feet long) , a length of line/string/ thin rope/ etc with a weight near the end and hooks to catch fish at the end. The casting motion and the whip motion are essentially the same so where is your real difference between a whip and a fishing pole and line?
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
_____________
Every time I hear or see someone use "RAW" to explain why something can't happen I think of this:
Gary Gygax - "I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway."
Also Gary Gygax to Dungeon Masters - "You are the final arbiter of the rules"
It's an open world fantasy game - the "rules" are only meant to be guidelines. As long as a DM allows it, it's within the rules.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
_____________
Every time I hear or see someone use "RAW" to explain why something can't happen I think of this:
Gary Gygax - "I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway."
Also Gary Gygax to Dungeon Masters - "You are the final arbiter of the rules"
It's an open world fantasy game - the "rules" are only meant to be guidelines. As long as a DM allows it, it's within the rules.
I understand that logic, but within the context of a forum it's best to offer tips and tactics that adhere as close as possible to RAW. There's not much value to a recommendation if it has the caveat of, "Assuming your DM allows this spell to work 100% against the limitations placed on the spell". It's like the extremely common example of people new to the game trying to figure out how to use "Create/Destroy Water" to either drown someone in an instant or try to extract all the moisture from their body to kill them instantly.... a DM might allow it, and it could be a ton of fun, but it's not good advice because that's now how that spell is meant to work and the suggestion relies entirely on the DM just deciding that they're fine with a broken low-level spell in their particular setting.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
You're trying to inflict a harmful effect onto an unwilling target in the middle of battle. To do that successfully you'd need to make an attack roll. Which means that you can't use Mage Hand for it. There are things you can use Mage Hand for, like smearing a contact poison onto an object that an enemy is likely to touch (such as the hilt of their weapon) or to drop a torch into a large puddle of lantern oil after some enemies have stepped into it. But the only direct effect you can perform against an enemy with Mage Hand is to shove them via the Telekinesis feat.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
You're trying to inflict a harmful effect onto an unwilling target in the middle of battle. To do that successfully you'd need to make an attack roll. Which means that you can't use Mage Hand for it. There are things you can use Mage Hand for, like smearing a contact poison onto an object that an enemy is likely to touch (such as the hilt of their weapon) or to drop a torch into a large puddle of lantern oil after some enemies have stepped into it. But the only direct effect you can perform against an enemy with Mage Hand is to shove them via the Telekinesis feat.
There are all kinds of ways to inflict harm on a target without making an attack roll, i.e. Toll the Dead, etc. There is nothing that says I can't inflict harm without making an attack roll.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
_____________
Every time I hear or see someone use "RAW" to explain why something can't happen I think of this:
Gary Gygax - "I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway."
Also Gary Gygax to Dungeon Masters - "You are the final arbiter of the rules"
It's an open world fantasy game - the "rules" are only meant to be guidelines. As long as a DM allows it, it's within the rules.
I understand that logic, but within the context of a forum it's best to offer tips and tactics that adhere as close as possible to RAW. There's not much value to a recommendation if it has the caveat of, "Assuming your DM allows this spell to work 100% against the limitations placed on the spell". It's like the extremely common example of people new to the game trying to figure out how to use "Create/Destroy Water" to either drown someone in an instant or try to extract all the moisture from their body to kill them instantly.... a DM might allow it, and it could be a ton of fun, but it's not good advice because that's now how that spell is meant to work and the suggestion relies entirely on the DM just deciding that they're fine with a broken low-level spell in their particular setting.
The OP mentioned using fishing tackle as a makeshift whip, so I'm pretty sure they're open to other out-of-box suggestions :)
The OP is open to out of the box ideas. - but the OP is also a DM of 40+ years that has a clear understanding of when it’s safe to to bend and break RAW in the name of fun and wonder and when to not break RAW even tho it be fun and wondrous. My point with the makeshift whip is/was that they are far closer to each other than folks were thinking they were and so the idea of using the fishing gear as a makeshift whip was not as far out of RAW as folks thought it was initially.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
You're trying to inflict a harmful effect onto an unwilling target in the middle of battle. To do that successfully you'd need to make an attack roll. Which means that you can't use Mage Hand for it. There are things you can use Mage Hand for, like smearing a contact poison onto an object that an enemy is likely to touch (such as the hilt of their weapon) or to drop a torch into a large puddle of lantern oil after some enemies have stepped into it. But the only direct effect you can perform against an enemy with Mage Hand is to shove them via the Telekinesis feat.
There are all kinds of ways to inflict harm on a target without making an attack roll, i.e. Toll the Dead, etc. There is nothing that says I can't inflict harm without making an attack roll.
Toll the Dead is a spell effect that harms its target on a metaphysical level and is resisted by pure willpower. Your hypothetical poisoned Mage Hand is attempting to physically touch an unwilling target. That needs an attack roll, like Shocking Grasp or Inflict Wounds.
Fifth Edition D&D rules are not based on the principle that you can do something as long as the rules don't say you can't. They're based on the principle that you can do something if the rules say you can.
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
You're trying to inflict a harmful effect onto an unwilling target in the middle of battle. To do that successfully you'd need to make an attack roll. Which means that you can't use Mage Hand for it. There are things you can use Mage Hand for, like smearing a contact poison onto an object that an enemy is likely to touch (such as the hilt of their weapon) or to drop a torch into a large puddle of lantern oil after some enemies have stepped into it. But the only direct effect you can perform against an enemy with Mage Hand is to shove them via the Telekinesis feat.
There are all kinds of ways to inflict harm on a target without making an attack roll, i.e. Toll the Dead, etc. There is nothing that says I can't inflict harm without making an attack roll.
Toll the Dead is a spell effect that harms its target on a metaphysical level and is resisted by pure willpower. Your hypothetical poisoned Mage Hand is attempting to physically touch an unwilling target. That needs an attack roll, like Shocking Grasp or Inflict Wounds.
Fifth Edition D&D rules are not based on the principle that you can do something as long as the rules don't say you can't. They're based on the principle that you can do something if the rules say you can.
The Essence of Either is an inhaled poison that only requires you to blow it in someone's direction, no attack roll needed. It does require a Con save, though, just like any poison that could be applied by mage hand. So, how is that "legal" and the other not?
______________
We could debate the rules of DnD forever, but I don't think they were ever meant to be a source of contention. Maybe everyone at your table is very impressed by your "grasp of the rules", but I feel that they're simply a guideline, not a mandate.
Play the game any way you like, but I don't feel it was ever meant to be a competition between the DM and the players. In my games I'm not afraid of my players - creativity is applauded and encouraged; let the dice tell the story. I'm almost certain Gary Gygax and Dave Arneson would be happy with the way they play out.
As for the poison the DM is perfectly in their rights to make you throw an attack roll. The com save is for the poison not necessarily the application of it.
Rollback Post to RevisionRollBack
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While we all carry some mundane gear for camping, meals etc do you also carry mundane gear besides weapons and armor for combat and exploration/team management
Below is the stuff my PCs typically carry (assuming they can afford it) and how they commonly use it.
Acid - thrown at foes, poured on/into locks. Burns foes for small damage, dissolves poisons and can eat up internal workings breaking locks.
alchemist’s fire - sets foes ablaze - basically a mideveal molotov
Antitoxin - replaces the cleric’s neutralize poison spell for most common poisons
Ball Bearings - I picture these as being about 2x the size of a BB, 200+ of them in a 10’ area acts like a grease spell ( Dex save or probed), as a DM I also have them grant disadvantage to attacks for those not proved in the area. After a fight they can often be swept up and reused. My PCs carry then in paper tubes of 200-500.
caltrops - scatter the bag of 20 into the path of charging foes and watch the fun begin.
candles - less for lighting or flames and more for the wax - used to mark paths, lubricate or create watertight seals where I want.
Chalk - typically I carry 3 sticks/blocks for marking walls etc and 7 sticks/blocks in powdered form in “druggist folds” for tossing into the air to show invisibles, create obscuring clouds etc
Fishing Tackle - generally more for fishing for food but can also be an impromptu whip - especially when used by a back line character on enemy back lines to disrupt spellcasting etc.
grappling hook and silk rope - makes climbing much easier and the rope is half the weight for a few GPS more - well worth it once you can afford it
Healer’s kit - no PC should be without their own, and the rest of the party should know where it is on each member for emergencies
Magnifying glass - for that faint/tiny writing/symbol etc that you just have read/see clearly
Mirror (steel) - looking around corners without spell use, depending on DM - reflecting eye/wand rays back or away, etc
oil flasks - the second mideveal Molotov and a second mundane grease spell as well.
Scale, Merchant’s - for making sure you and the merchant are dealing honestly while haggling over prices.
sealing wax, like candles only a bit more expensive
Signal Whistle - can be heard generally above the din of battle and if the party all has can be used for group commands and alerts
spyglass - yes it’s 1000 GP but after a point you need something to spend that gold on and scouting ahead is always a good idea.
String - the Middle Ages version of duct tape - 1001 uses, how creative can you be? I carry at least 100’ of it typically
Small knife - for the string, wax, etc when you don’t really want a big dagger a small ( folding) knife is perfect.
Whetstone - no not a combat item but it keeps all those blades nice and sharp.
Do you use any of these in different ways and are there others that you use regularly?
Wisea$$ DM and Player since 1979.
I don't think I've met a GM that would allow fishing line and tackle to be used as an improvised whip like that. A readied action with a sling would probably be more effective. It can, however, be very handy when rigging booby traps. Much harder to notice than a rope when you're making a tripline for a deadfall or other trap.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Watch a fly fisherman at “work”. Put a heavier weight and a couple of large hooks on the line and you have a very nasty long range whip.
Wisea$$ DM and Player since 1979.
A master fly fisherman will be using techniques and equipment that weren't developed until the 20th century.
Yes, it's possible to cast a fishing line with decent accuracy. But a fishing line is not a weapon and consequently not something that you're going to have an easy time actually using as such in combat.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I have always used fishing line hooks and small bells as warning devices or trip wires.
Plus you can fish while you sleep.
Merchants scales can be as small as a marked stick or bar and a few small weights that you trust. You only need to check their one once and smaller to your weights of the same weight.Two tin cups can be used for the scale pans.
Set of very small files for sharpening those blades and for cutting new keys.
Everything should be as small as possible.
I think I'd let someone use fishing tackle (with a rod and reel, as described in the PHB) as an improvised net, but not as a whip
sure, with 40 feet of clear space and disadvantage. A pro might be accurate, but a target would have plenty of time to take one step. I put this in the same category as 'you can freeze water to bust a metal lock'.
i think the vast majority of items in that list go into the 'what would i dump into my bag of holding' list...not 'what every PC should carry'. On top of that, most of those are more practically 1per party, not 'every pc'
I'd add block and tackle but just because i'm a fan...not because it'd actually change the outcome of a scenario. ...and a sack, i'm a big fan of those too.
Guide to the Five Factions (PWYW)
Deck of Decks
When I play a spellcaster I like to use Crawler Mucus and Oil of Taggit along with Mage Hand as an improvised weapon - cast Mage Hand, have it dip a finger in the poison, and touch any creature within 30 ft.
RAW, that would count as an attack and consequently not be something you could do with Mage Hand.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
agreed. you could drop the poison on a stationary object, but that's it.
Guide to the Five Factions (PWYW)
Deck of Decks
I think folks are really missing something with the fishing whip but I’ll let it go till the end. Some replies to other comments.
A) one per party - yeah, except when you do it that way you can be sure no one will take it counting on everyone else to do it. If you each take it yourself it’s a sure thing that someone will still have some by the end of the adventure when you can restock. ( I mostly play rangers and always plan and pack as if heading out alone anyway so …)
B) Block and Tackle - if I was traveling around in a wagon or cart sure. Typically your not and a useful block and tackle is more than I want to lug on my back - 5 pounds is a bit much on top of the 80+ already loaded.
C) Files - maybe, ones big enough to use on weapons are really too big - that is what the whetstones are for. If you need a file for your sword etc go see a blacksmith. Smaller files may already be present either in the thief’s tools or in someone’s jewelers tools . They are good for cutting modern keys, less so for older style keys
D) sacks - this I agree with, they are light and handy for hauling extra loot whether coins, gems or the arms and weapons of the brigands that made the mistake of attacking your party.
E) fishing line / string - deadfall’s/traps and warning systems are all solid uses. DnD has no monofilament but stout string can still be used to dismount/ trip persuers etc.
back to whips I think folks are thinking about modern fly/spinning/bait casting systems when they hear fishing gear. So let’s stop and consider a whip - a handle ranging from 1 to several feet long ( buggy whips etc) a coil of line of some sort generally 3 to 30 feet long (cat o’ tails to teamsters bullwhip) with a single strand or wire attached to the end to pop or cut/rip flesh. Then think of a simple bamboo fishing pole - a handle ( generally several feet long) , a length of line/string/ thin rope/ etc with a weight near the end and hooks to catch fish at the end. The casting motion and the whip motion are essentially the same so where is your real difference between a whip and a fishing pole and line?
Wisea$$ DM and Player since 1979.
Actually, an "attack" requires an attack roll. In fact, a spell isn't even considered an attack unless it has an attack roll.
_____________
Every time I hear or see someone use "RAW" to explain why something can't happen I think of this:
Gary Gygax - "I desire variance in interpretation and, as long as I am editor of the TSR line and its magazine, I will do my utmost to see that there is as little trend towards standardization as possible. Each campaign should be a "variant", and there is no "official interpretation" from me or anyone else. If a game of "Dungeons and Beavers" suits a group, all I say is more power to them, for every fine referee runs his own variant of D&D anyway."
Also Gary Gygax to Dungeon Masters - "You are the final arbiter of the rules"
It's an open world fantasy game - the "rules" are only meant to be guidelines. As long as a DM allows it, it's within the rules.
I understand that logic, but within the context of a forum it's best to offer tips and tactics that adhere as close as possible to RAW. There's not much value to a recommendation if it has the caveat of, "Assuming your DM allows this spell to work 100% against the limitations placed on the spell". It's like the extremely common example of people new to the game trying to figure out how to use "Create/Destroy Water" to either drown someone in an instant or try to extract all the moisture from their body to kill them instantly.... a DM might allow it, and it could be a ton of fun, but it's not good advice because that's now how that spell is meant to work and the suggestion relies entirely on the DM just deciding that they're fine with a broken low-level spell in their particular setting.
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You're trying to inflict a harmful effect onto an unwilling target in the middle of battle. To do that successfully you'd need to make an attack roll. Which means that you can't use Mage Hand for it. There are things you can use Mage Hand for, like smearing a contact poison onto an object that an enemy is likely to touch (such as the hilt of their weapon) or to drop a torch into a large puddle of lantern oil after some enemies have stepped into it. But the only direct effect you can perform against an enemy with Mage Hand is to shove them via the Telekinesis feat.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
There are all kinds of ways to inflict harm on a target without making an attack roll, i.e. Toll the Dead, etc. There is nothing that says I can't inflict harm without making an attack roll.
The OP mentioned using fishing tackle as a makeshift whip, so I'm pretty sure they're open to other out-of-box suggestions :)
The OP is open to out of the box ideas. - but the OP is also a DM of 40+ years that has a clear understanding of when it’s safe to to bend and break RAW in the name of fun and wonder and when to not break RAW even tho it be fun and wondrous. My point with the makeshift whip is/was that they are far closer to each other than folks were thinking they were and so the idea of using the fishing gear as a makeshift whip was not as far out of RAW as folks thought it was initially.
Wisea$$ DM and Player since 1979.
Toll the Dead is a spell effect that harms its target on a metaphysical level and is resisted by pure willpower. Your hypothetical poisoned Mage Hand is attempting to physically touch an unwilling target. That needs an attack roll, like Shocking Grasp or Inflict Wounds.
Fifth Edition D&D rules are not based on the principle that you can do something as long as the rules don't say you can't. They're based on the principle that you can do something if the rules say you can.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
The Essence of Either is an inhaled poison that only requires you to blow it in someone's direction, no attack roll needed. It does require a Con save, though, just like any poison that could be applied by mage hand. So, how is that "legal" and the other not?
______________
We could debate the rules of DnD forever, but I don't think they were ever meant to be a source of contention. Maybe everyone at your table is very impressed by your "grasp of the rules", but I feel that they're simply a guideline, not a mandate.
Play the game any way you like, but I don't feel it was ever meant to be a competition between the DM and the players. In my games I'm not afraid of my players - creativity is applauded and encouraged; let the dice tell the story. I'm almost certain Gary Gygax and Dave Arneson would be happy with the way they play out.
Mage Hand is not an attack spell.
Otherwise it would have the stats for it.
As for the poison the DM is perfectly in their rights to make you throw an attack roll. The com save is for the poison not necessarily the application of it.