Scott308 wrote: ↑Sun Feb 28, 2021 9:39 pm
Darklin, removing traps would not be a Sleight of Hand roll. It would make use of Thieves' Tools, so DEX + Proficiency, assuming you are using Thieves' Tools and are proficient with them. In your case, since Lutharin has
expertise in Thieve's Tools, his roll would actually be made at +8, not +6 like a Sleight of Hand roll would be made.
This is correct.
I previously detailed this in an archived game of mine (see:
Locked Doors), but to avoid having you jump to old posts, then from those posts to all the different rules that apply, I'll summarize the process, here:
- Other Dexterity Checks
The DM might call for a Dexterity check when you try to accomplish tasks like the following:
Control a heavily laden cart on a steep descent
Steer a chariot around a tight turn
Pick a lock
Disable a trap
Securely tie up a prisoner
Wriggle free of bonds
Play a stringed instrument
Craft a small or detailed object
- Tools
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock.
Thieves' Tools
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
- Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
There's also this, from the Dungeon Master's Guide (not shared, so the link may or may not work for you):
- Locked Doors
Characters who don’t have the key to a locked door can pick the lock with a successful Dexterity check (doing so requires thieves’ tools and proficiency in their use).
I take issue with that last part of the '
Locked Door' quote from the DMG, however, as proficiency is
not required with to use thieves' tools, as confirmed by Jeremy Crawford,
here:
- Thieves Tools.jpg (65.98 KiB) Viewed 690 times
So, anyone with thieves' tools can attempt to unlock a lock. Then --
- If you have proficiency with thieves' tools, you can add your proficiency bonus.
- If you're a rogue and have Expertise in thieves' tools, you get to double your proficiency bonus.
For
Lutharin with his 19 dexterity
, he ultimately has a +8 modifier, broken down thusly:
Dexterity (19): +4
Proficient with Thieves' Tools: +2
Expertise with Thieves' Tools: Yes (Double '+2' proficiency to '+4' total)
----
Total Modifier: +8
Darklin2 wrote: ↑Mon Mar 01, 2021 2:13 pm
OOC-So Thieves tools are used for removing traps. (Dex Bonus(+4)+Proficiency(+2)+Expertise(+2)= +8). Is that the same case with Finding Traps assuming you use the tools to find them too or Just the Investigate/ Perception Check??
There isn't exactly a set way in which
every trap is discovered. Part of that determination depends on the type of trap/trigger there is; another part is DM interpretation of the situation, and how they use dice in the game.
Most frequency it will be a check of some kind:
- Perception, or
- Investigation.
Either check above will be made against a set difficulty class (DC) and/or be subject to advantage/disadvantage, or possibly some other modifier.
Chapter 8 in the DMG is on '
Running the Game,' and there's a great section in that chapter entitled '
The Role of Dice' which details three different philosophies when it comes to using dice in the game. Essentially, these three roles can be summarized as follows:
- Rolling with It
Some DMs rely on die rolls for almost everything. When a character attempts a task, the DM calls for a check and picks a DC.
- Ignoring the Dice
One approach is to use dice as rarely as possible. Some DMs use them only during combat, and determine success or failure as they like in other situations.
- The Middle Path
Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world.
Ultimately, what roll is needed (or even 'if' a roll is needed) is determined by the DM.