I'm a brand new DM, and one of my players decides he wants to create a new skill called Ingenuity. The ability to quickly construct things like simple traps/tripwires, basic tools and single use items, improvised weapons(sticks into Quarterstaff for example) or combining things in creative ways through the use of knot tying, natural items, and basic construction principles. They are all starting at level 1 and I feel like this will break the game very quickly but I hate saying no to people. Any thoughts?
I'm a brand new DM, and one of my players decides he wants to create a new skill called Ingenuity. The ability to quickly construct things like simple traps/tripwires, basic tools and single use items, improvised weapons(sticks into Quarterstaff for example) or combining things in creative ways through the use of knot tying, natural items, and basic construction principles. They are all starting at level 1 and I feel like this will break the game very quickly but I hate saying no to people. Any thoughts?
First off as a first time ,dm shy away from letting players using homebrew (espically specifically requested brews)
second this would slightly broken given the following statement and the things implied but what the player called the skill ¨creating traps and inventions is something meant for a variety of tool profs not a singular skill.¨ .that said giving them prof in an extra tool and in improvised weapons may be sufficent
As the DM, never be afraid of saying no. There will be a number of moments where a player will want something, and you should use your judgement. If a player has high expectations that can't be met, they can't be met.
Have them use sleight of hand for stuff regarding checks. There should also be tinkerer's tools they can use to make stuff. Tool proficiencies should work as normal. There are also tools involving traps. Each are different. If the player is a rogue, they should already be a skill monkey with expertise and the works. Don't give them something they don't deserve.
This won't really be a game-breaker unless you use a quarterstaff as a spell focus. Just use a simple rule. NO MAKING MAGIC ITEMS. Also, they must have tinkerer's tools or something that will allow a character to make something.
I'd just say, he's allowed to use his tool proficiencies to do this sort of stuff or to make very basic stuff with his hands with some checks. I think he's just trying to make basic things. Although, if he wants to make something crazy make him spend downtime doing it as well as he has to be proficient in all of the tools he is using to make the thing, or hire people to do it. Or, if he's really into making crazy stuff, and wants to, then let him multi class into artificer.
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I'm a brand new DM, and one of my players decides he wants to create a new skill called Ingenuity. The ability to quickly construct things like simple traps/tripwires, basic tools and single use items, improvised weapons(sticks into Quarterstaff for example) or combining things in creative ways through the use of knot tying, natural items, and basic construction principles. They are all starting at level 1 and I feel like this will break the game very quickly but I hate saying no to people. Any thoughts?
First off as a first time ,dm shy away from letting players using homebrew (espically specifically requested brews)
second this would slightly broken given the following statement and the things implied but what the player called the skill ¨creating traps and inventions is something meant for a variety of tool profs not a singular skill.¨ .that said giving them prof in an extra tool and in improvised weapons may be sufficent
As the DM, never be afraid of saying no. There will be a number of moments where a player will want something, and you should use your judgement. If a player has high expectations that can't be met, they can't be met.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
If they want to create things, let them play an artificer maybe? They may be already but IDK.
He's a rogue.
Have them use sleight of hand for stuff regarding checks. There should also be tinkerer's tools they can use to make stuff. Tool proficiencies should work as normal. There are also tools involving traps. Each are different. If the player is a rogue, they should already be a skill monkey with expertise and the works. Don't give them something they don't deserve.
My only good homebrews: Races, Subclasses.
An aspiring DM and Homebrewer. Ask me if you need anything.
This won't really be a game-breaker unless you use a quarterstaff as a spell focus. Just use a simple rule. NO MAKING MAGIC ITEMS. Also, they must have tinkerer's tools or something that will allow a character to make something.
I'd just say, he's allowed to use his tool proficiencies to do this sort of stuff or to make very basic stuff with his hands with some checks. I think he's just trying to make basic things. Although, if he wants to make something crazy make him spend downtime doing it as well as he has to be proficient in all of the tools he is using to make the thing, or hire people to do it. Or, if he's really into making crazy stuff, and wants to, then let him multi class into artificer.