Need permission to use a masterwork tool


Pathfinder Society

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Shadow Lodge 4/5

According to Jason Bulmahn, there is a tool for use with Use Magic Device. You can read about it Here:Paizo's lead designer say's.... Mr Bulmahn is the fifth post in the thread.

So, if I buy a tome called, "A guide of common magic phrases and activation technique's" as mentioned in his thread, will I get my +2 circumstance bonus?

I imagine the idea would be to read this book in the morning for an hour in order to get the +2 bonus for the rest of the day. It would have to be reread every morning to get this bonus.

5/5

A tool is generally used or referenced when the skill is being put to use. I would have no issue with such a masterwork tool, but would treat it as a Pathfinder Chronicle in terms of use (I.e. 1 minute of reference when you wish to UMD)

4/5 ****

ShadowDax wrote:
I imagine the idea would be to read this book in the morning for an hour in order to get the +2 bonus for the rest of the day. It would have to be reread every morning to get this bonus.

Are there any other masterwork tools that work that way?

I would imagine you would need the book open and in hand...

Shadow Lodge 4/5

Pirate Rob wrote:
ShadowDax wrote:
I imagine the idea would be to read this book in the morning for an hour in order to get the +2 bonus for the rest of the day. It would have to be reread every morning to get this bonus.

Are there any other masterwork tools that work that way?

I would imagine you would need the book open and in hand...

In hand would be a problem, I intend to use this with scrolls. You have to have one hand to cast, the other to hold. That is why I was thinking of the one hour a day for use of the rest of the day.

It could be restricted to twelve hours after read for an hour. Maybe, reading for a minute then good for four hours. I am thinking of the duration of Alchemical Grease because it is useful at its price.

I imagine the masterwork tool would not be burdensome.

5/5 5/55/55/5

Here's the problem

There was the post you pointed out, which is pay 50 gp and have your +2.

There is also this section in ultimate equipment which came out later

Ultimate equipment:
Some skills have no appropriate tool or masterwork tool—
no nonmagical item exists that grants a bonus for all uses
of that skill. For example, just because a certain perfume is
favored by local nobles (granting a +2 circumstance bonus
on Diplomacy checks to influence them) doesn’t mean that
perfume has the same effect on a member of the thieves’
guild, a foreign berserker, or a medusa. Likewise, just because
a fake beard woven by dwarves out of the beards of famous
dwarves may grant a +2 circumstance bonus on Use Magic
Device checks to emulate the dwarven race doesn’t mean the
beard has any effect on using that skill to activate elven items
or paladin items, or to decipher a written spell

tossing it backed to "Damned if i know" territory.

Shadow Lodge 4/5

BigNorseWolf wrote:

Here's the problem

There was the post you pointed out, which is pay 50 gp and have your +2.

There is also this section in ultimate equipment which came out later

** spoiler omitted **

tossing it backed to "Damned if i know" territory.

Instead of a book it could be lenses or eyeglasses. The idea is to get the bonus at least for using scrolls. Seeing Jason's post about this has given me hope, we'll see what happens. Whether there is given permission to use this or not.

I only know of a few names of people that could give this permission, I don't know all the rest of them. I might just have to talk with each GM and talk over what the masterwork tool would be and how it would work. That would be a pain before each module due to time constraints.

Sczarni 5/5 5/55/5 ***

Masterwork Tools are largely an area of "your results may vary", for both players and GMs.

I've encountered players who have a Masterwork Tool for every skill, already pre-factored in to their total skill modifier, who never even mention if they're using the tool when rolling their skill check.

On the other end of the spectrum are GMs who don't allow Masterwork Tools at all, due to the abuse they've seen.

My advice would be to buy your Masterwork Tool, label it something like "MWK Tool, Book, Knowledge (Demons)", and ask your GM when you roll a Knowledge check about Demons how you can add the bonus and if you even have the time to use your book. Or "MWK Tool, Cypher, UMD when reading Arcane Scrolls". There are lots of possibilities.

You can either bring this up at the beginning of the session, if you have lots of Tools, or when making your skill check, if you only have a couple.

Remember, it has to be very limited. I would never allow a Masterwork Tool to grant a flat +2 to UMD, for example, or even a flat +2 when reading scrolls. Some GMs might. I view the 50gp you're spending on such a bonus to be too good of a deal, when similarly functional items are priced much higher.

5/5 5/55/55/5

For a flat bonus to UMD, i consider the 50 gp to be getting you a small trunk of stuff: an instruction booklet for commonly used magical phrases, a lucky rabbits foot for activating blindly, a chalk tip for wands etc.

for knowledge checks, there's already Pathfinder chronicles from the inner sea world guide.

Grand Lodge 5/5 ****

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As GM this is simple

Wow me and come up with something interesting, something that should work - and I always will give you a +2. There even are cheaper options sometimes - earplugs ! To gain advantages.
Rations in combination with handle animal - love to see it more often. As long as it makes sense - I'm open to it.

Give me a flat +2 MW tool without description and I will throw RAW back at you and flatly deny it.

I know some players don't like this but this is RPG - not everything is mechanical.

And I always try to side with the player - unless I really feel I can't with good conscious.


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I would only allow it for a specific subset of UMD, scrolls would be fien, but you would need a different one for wands, etc. Ultimate equipment basically suggests narrowed focus within a skill or limit use.

The Exchange 5/5 RPG Superstar 2010 Top 16

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A masterwork tool for UMD in the specific instance of activating scrolls sounds fine to me.

But the book you read hours before the skill use does not. There's no reason not to have ready that book every single day, whenever you're adventuring, and to pass it around to everybody else, too. Everybody in the party could have a +2 circumstance bonus to UMD. That's too powerful for 50 gold.

I would expect a masterwork tool -- where no tool is usually needed -- to require some inconvenience. A scroll requiring a minute to cast rather than a standard action. An extra hand free, or an ally holding something.

You reference alchemical grease. That sounds like a reasonable analogy -- if you want to coat your eyes with something, that costs gold, and deteriorates whether you use it or not, I would allow that. But the idea of taking an extra hour before adventuring -- that's not an inconvenience, because Pathfinder Society adventures never track that. As another game once said, "a Disadvantage that is not ever a disadvantage is not a Disadvantage."

Shadow Lodge 4/5

I've picked up a few after asking local GMs how they felt. Usually people agreed when I told them how restricted my use of these custom items would be:

* dweomermaster's apparati: Mwk tool for UMD when used to activate wands. These thin focusing coils need to be attached to the wand beforehand and require a minute of recalibration.

* fearsome scowl: Mwk tool for Intimidate, but only works when the user is visible. This dark red half-vizard takes the head slot.

Shadow Lodge 4/5

I thank you all for your suggestions. If six people read the book that would take six hours out of the day and unreasonable. I do see your point W/three people reading the book. I did not think of this and I'm glad it was brought up.

If I am penalized for reading the book for a minute the whole party could repeat the process and cast ten minute buffs.

I'm thinking the idea would be a tool designed only for me; Hence, the eye glasses made for my eyes seems plausible. It would take up a slot, used only for scrolls(only for arcane?).

The downside would be I simply keep them on. Perhaps, a penalty of -2 to perception checks. Of course, all this is negotiable.

Shadow Lodge 4/5

Ah, how about both, have my cake and eat it too. Read the book with the glasses on for two hours then, be able to get the bonus for the next 12 hours as long as I have the glasses on with the same -2 penalty to perception checks when casting w/scrolls and UMD. This would also include having the glasses on while reading the book.

The other way around would be to read the book with these glasses on for a minute for four hours a day for the +2 circumstance bonus with the same penalty to perception. In all cases, the glasses would only be used with the book and the bonus could not be administered any other way and the glasses would only be for me.

The two hours of reading in the morning (1/day) would mean that I would have access to the bonus for half a day.

Whereas reading for a minute would give me access to the bonus 24 hours a day in four hour increments. The downside of the minute for fours a day at a time's worth of the bonus would be if time is of the essence, that might restrict the use of this bonus.

Once again, the four hours out of the day is in relation to the alchemical bonus of alchemical grease for four hours at a time.

All for 50 gp, according to the price in the book and having a -2 to perception checks while the glasses are on. As also in all cases, the book must be read with the glasses on and while casting with scrolls(Arcane Scrolls?).

Silver Crusade 5/5 5/5 **

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Thod wrote:

As GM this is simple

Wow me and come up with something interesting, something that should work - and I always will give you a +2. There even are cheaper options sometimes - earplugs ! To gain advantages.
Rations in combination with handle animal - love to see it more often. As long as it makes sense - I'm open to it.

Give me a flat +2 MW tool without description and I will throw RAW back at you and flatly deny it.

I know some players don't like this but this is RPG - not everything is mechanical.

And I always try to side with the player - unless I really feel I can't with good conscious.

I hate this with a fiery passion. What one GM thinks is great, another thinks is incredibly lame. So suddenly I get a +2 if MY idea of cool matches a GMs and don't otherwise? That is very, very, very wrong.


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pauljathome wrote:
Thod wrote:

As GM this is simple

Wow me and come up with something interesting, something that should work - and I always will give you a +2. There even are cheaper options sometimes - earplugs ! To gain advantages.
Rations in combination with handle animal - love to see it more often. As long as it makes sense - I'm open to it.

Give me a flat +2 MW tool without description and I will throw RAW back at you and flatly deny it.

I know some players don't like this but this is RPG - not everything is mechanical.

And I always try to side with the player - unless I really feel I can't with good conscious.

I hate this with a fiery passion. What one GM thinks is great, another thinks is incredibly lame. So suddenly I get a +2 if MY idea of cool matches a GMs and don't otherwise? That is very, very, very wrong.

The alternative is a comprehensive list of legal masterwork tools and the parts of skills they boost.

Or just accepting the generic +2 MW tool that boosts all uses of a given skill and thus obsoletes most of the example tools in the rules.

GM discretion really isn't a bad thing.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

It seems that the reference thread is the PF rpg area. Not PFS. I would maybe allow this kinda thing in a home game but it appears it may not be legal for PFS.

Shadow Lodge 4/5

I believe this idea (masterwork tool for UMD) goes along W/the intent of the Ultimate Equipment Guide. Henceforth, everything posted by the administrators is cannon, for example, the sticky threads.

The 2008 thread by Jason and the rules in the UE still coincide W/each other though the UE restricts the 2008 thread.

I don't think I am wrong discussing the idea for use magic device W/mwk tools W/a GM is out of bounds. I believe that is RAW at the least.

I just trying to get something definitive here from someone higher up.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Is this "Guide of common magic phrases..." in the additional resources document? No. It was only an example Mr. Buhlman came up with. So I would say it's not legal for PFS.

Shadow Lodge 4/5

Is what is sticky in the first threads of this message board or the rules in the blogs in the additional resources?

Even then, if you take away Jason's thread and just look at the rules in the ultimate combat, you have what I leave in the last post. I can always ask a game master what he would except as a mwk tool. I believe I have the right to do so as per the rules in the ultimate combat.

5/5 5/55/55/5

As a DM you can allow them. As a player you can ask for them. I don't think you have enough to try to force a DM into accepting any particular masterwork tool if they don't want to.

Grand Lodge 4/5 ** Venture-Agent, Colorado—Denver

Yeah, sorry. I wasn't trying to be a jerk or anything. If you were at my table and I was GMing, and you had shown me the actual book that these mwk tools were in, and let me know what you wanted to do then I'd probably let you since you had the resources. It just seemed like they weren't PFS kosher.

Shadow Lodge 4/5

The Mwk tools are in the UE, at least the latest rules with more restrictions.

Originally, I didn't really take notice to this because of the ambiguity that the tools leave to the game. It would be up to the player and the game master asked to decide what the tools would actually do and so on.

I was hoping to ovoid this process of a possible "too long of a discussion before the game started" and just bring out a piece of paper as to what the rules would be.

I will print out this whole thread, provided it's not too long, and bring it to the venture Capt. in which has ordered a game day for this Tuesday. When we meet we'll discuss it and we'll see what happens.

It wouldn't be prudent to talk to any GM that's there because most of them come to me for advice. So, that's why I would be talking with the venture Capt. Of whom may be my GM after all.

The Exchange 5/5

Older thread

where we talked about this also...

Shadow Lodge 3/5

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Between that thread and what UE says, the rule is basically "you can have a +2 bonus when using your masterwork tool, but be mindful that whatever you choose for your masterwork tool is likely (and should) have some sort of limitation as to how you use the skill in conjunction with the tool".

That could mean:


  • a limited number of uses (like the healer's kit) or
  • only useful under certain circumstances (like a fake dwarven beard for UMD) or
  • something that makes the skill take longer to use (like a book you need to peruse for a minute before using the skill).

This includes PFS, and even though it's subject to table variation with different GMs, if you've got a solid tool that meets one of these limitations (or a similar limitation), it'd be difficult for a GM to say you can't use it.

The Exchange 5/5

4 people marked this as a favorite.

Part of what I was trying to say in the other thread, and the important part that I can see for PFS is that players often forget to tell the judge they are using a masterwork tool. Often they just add it into their skill bonus and forget it themselves.

I personally use a PC sheet written in with a pencil, partly so I can note which of my skills have a MW Tool associated with them (or other odd bonuses). That way, when the judge calls for a skill check on a PC that I only run once every six months, I can glance down and see the skill bonus listed as +5M, and know that the M means I have a Masterwork Tool for that skill. I then can say something like "Take 10 gives me a 15, 17 with my Masterwork Tool."

I have noticed other players who use a MW Tool will just add it into their skill number, and sometimes even forget that it is there. "What's your Stealth" nets a reply of "+10" which might or might not include a bonus for a Masterwork tool (felt slippers to muffle footsteps perhaps?). This is in effect transfering "control" of the circumstance bonus given by a Masterwork Tool from the Judge to the player, or even to the game mechanic if the player forget's how he gets the total bonus he has.

Is this actually a problem? I'm not sure. Do you think it is?

Here's some questions for those players who use MW Tools on their PCs... how do you let a judge know that you are using one? Do you do it every time?

I know I don't, and I try to. But in the heat of the game, when the judge has "the flow" of the story going, it sometimes get's lost in the play. The question "Stealth?" get's a reply of "20" instead of "Take 10 plus 8, plus 2 for my Masterwork Tool of felt slippers gives me a 20" because it is just more "in the flow" - keeping the story going.

So, in answer to the question in the subject line for this thread:
"Need permission to use a masterwork tool "
I'd say "Yes - you need permission. It's a circumstance bonus, and circumstance bonuses are (and should be) under the control of the Judge, as he is the only person at the table who knows all the circumstances involved. So it is a bonus he should apply - or not, depending on circumstances."

5/5

I have yet to see someone IRL (great examples here) with "Masterwork Tool: X" who wasn't abusing the rules. And no, they don't ever mention "I pull out my tool in order to...", it's just already included.

Acrobatics is particularly egregious to me, since even *magic* versions can be sub-use specific (ring of jumping).

The Exchange 5/5

Majuba wrote:
I have yet to see someone IRL (great examples here) with "Masterwork Tool: X" who wasn't abusing the rules.

?? please define "...abusing the rules."

If a player has a PC who has spent 50 gp to get a Masterwork tool for a skill - how is this abusing the rules? The player does this with the expectation that he will be improving the skill in question - within the rules. And as far as I can tell he is.

If a player at my table says "I have a Masterwork tool for this skill" I would expect his PC to get a +2 for this skill check. And I would expect I would grant it - after all, he went to the effort to be prepared, to try to improve his chance... Sort of like the guy who went to the trouble to buy Anti-Toxin and drink it before fighting Spiders. I wouldn't consider him to be "...abusing the rules." to get a +5 on his Fort saves.

The Exchange 5/5

I don't think the existance of the tools are abusing the rules, or even the system. They grant a circumstance bonus after all, and as a judge I would/should be able to say "it doesn't apply in these circumstances..." and I could even say something like "you know, in this case, in these circumstances, I think the bonus should be +4 (or +1)...".. that's what a judge does. He views the circumstances and says something like "yeah, a Hellknight badge will get you thru here..."


nosig wrote:
Majuba wrote:
I have yet to see someone IRL (great examples here) with "Masterwork Tool: X" who wasn't abusing the rules.

?? please define "...abusing the rules."

If a player has a PC who has spent 50 gp to get a Masterwork tool for a skill - how is this abusing the rules? The player does this with the expectation that he will be improving the skill in question - within the rules. And as far as I can tell he is.

If a player at my table says "I have a Masterwork tool for this skill" I would expect his PC to get a +2 for this skill check. And I would expect I would grant it - after all, he went to the effort to be prepared, to try to improve his chance... Sort of like the guy who went to the trouble to buy Anti-Toxin and drink it before fighting Spiders. I wouldn't consider him to be "...abusing the rules." to get a +5 on his Fort saves.

I would assume it would be the ones not saying they had a masterwork tool or saying what it was but just adding the bonus in to every use of the skill.

If a player says "I have a Masterwork tool for this skill", I would expect him to be able to tell me what the tool is and how it's appropriate for this use of the skill and for it to be appropriately limited. I'd expect that to be written down on the sheet as well so that what the tool is doesn't happen to be appropriate for any use of the skill that comes up.

5/5 5/55/55/5

nosig wrote:
I have noticed other players who use a MW Tool will just add it into their skill number, and sometimes even forget that it is there. "What's your Stealth" nets a reply of "+10" which might or might not include a bonus for a Masterwork tool (felt slippers to muffle footsteps perhaps?). This is in effect transfering "control" of the circumstance bonus given by a Masterwork Tool from the Judge to the player, or even to the game mechanic if the player forget's how he gets the total bonus he has.

And chances are pretty good the player doesn't realize there's even an issue (the player may be right afteral)

Thejeff wrote:
If a player says "I have a Masterwork tool for this skill", I would expect him to be able to tell me what the tool is and how it's appropriate for this use of the skill and for it to be appropriately limited. I'd expect that to be written down on the sheet as well so that what the tool is doesn't happen to be appropriate for any use of the skill that comes up.

Some players probably aren't aware of that expectation.

4/5

There's a certain mindset that anything in an item's description that isn't a plus sign followed by a number can be safely ignored.

The Exchange 5/5

BigNorseWolf wrote:
nosig wrote:
I have noticed other players who use a MW Tool will just add it into their skill number, and sometimes even forget that it is there. "What's your Stealth" nets a reply of "+10" which might or might not include a bonus for a Masterwork tool (felt slippers to muffle footsteps perhaps?). This is in effect transfering "control" of the circumstance bonus given by a Masterwork Tool from the Judge to the player, or even to the game mechanic if the player forget's how he gets the total bonus he has.

And chances are pretty good the player doesn't realize there's even an issue (the player may be right afteral)

....snipping comments on a different post...

But is it a problem that we should address in "teaching the game" - showing the "correct" way of doing something?

I have seen someone pass a MW tool from one PC to another (I've even done this), which makes me wonder - how many people will buy a MW tool for a PC, add in the bonus, then in a later game (maybe next year) buy the tool again and add it to the PCs skill again... and isn't this a problem? or is it? If we never even mention it to the judge, isn't it a problem?

After all, if I was the judge I could see having two tools that both add a +2 circumstance bonus to a skill roll. (If I was the judge), I could see giving someone a +2 on a Knowledge (local) for having a local map of the city, and another +2 for having a guidebook or something like that.

The Exchange 5/5

redward wrote:
There's a certain mindset that anything in an item's description that isn't a plus sign followed by a number can be safely ignored.

and a certain play style that trims down the "extra" bits, so as to not "waste table time on the fluff". Where we give a reply of "20" instead of "I take 10 with a plus 8, plus 2 more for my Masterwork Tool of felt slippers which gives me a 20" because it is just more "in the flow" - keeping the story going.

4/5

nosig wrote:
redward wrote:
There's a certain mindset that anything in an item's description that isn't a plus sign followed by a number can be safely ignored.

and a certain play style that trims down the "extra" bits, so as to not "waste table time on the fluff". Where we give a reply of "20" instead of "I take 10 with a plus 8, plus 2 more for my Masterwork Tool of felt slippers which gives me a 20" because it is just more "in the flow" - keeping the story going.

I think that's well and good, but that players should err on the side of over-informing their GM and letting the GM tell them when it's too much information.

It helps mitigate situations like players assuming they hit (because they didn't know situational modifiers applied to previous hits) or lumping in energy damage when the enemy is immune or resistant.

5/5 5/55/55/5

nosig wrote:
But is it a problem that we should address in "teaching the game" - showing the "correct" way of doing something?

Its not one you can, because there is no "the" correct way of doing things at the moment.

Quote:
I have seen someone pass a MW tool from one PC to another (I've even done this), which makes me wonder - how many people will buy a MW tool for a PC, add in the bonus, then in a later game (maybe next year) buy the tool again and add it to the PCs skill again... and isn't this a problem? or is it? If we never even mention it to the judge, isn't it a problem?

*headscratch* I'm not sure how you go from masterwork tools being passed around to multiplying the tools bonus.

The Exchange 5/5

the use of two masterwork tools on one skill -

If a PC has a MW tool already added into his bonus, and the player just looks down to see that he has a +8 (not remembering that he has a MW tool for that skill) -then when the guy beside him says, "here, I've got a tool for that, if you use it you get a +2" and he says "Thanks dude! now I've got a +10!" all because he doesn't remember that his +8 already has a +2 for a tool (which is a circumstance bonus anyway, and should only apply in certain circumstances).

The best example I have seen of this is when a new player playing a Rogue that her boyfriend created for her was picking a lock, and the party had picked up a set of Masterwork Thieves tools, the "helpful" player beside her told her to add in the Masterwork Tools bonus - not knowing that her PC already had Masterwork tools... And because she just looked down and saw "+8" Disable Device,...

Silver Crusade 1/5

I always make sure I have a list of where I'm getting each bonus (well Herolab when used from my laptop does an add-up when I mouseover)

Grand Lodge 5/5 ****

+1 to players who know their modifiers.

Unfortunately some players know every single bonus that gets applied but seem oblivious to the fact that they don't count in certain situations or even negative modifiers might apply.

Worst offense spotted lately - a fellow player who rolled and then announced a hit.

Yes - he had a 23 - touch attack on a mook.

But he failed to take into account to shoot through an ally (-4 for full cover), into melee (another -4) and that the target was prone on the floor (giving a +4 AC bonus) for a staggering -12 total that was ignored.

And the GM would have just accepted the hit as the player assertively declared a 20+ - despite being very experienced and a GM himself - so should have known better.

Unfortunately I just felt that was a bit much and asked 'innocently' if he had applied the -12 to his roll.

That player didn't even try to cheat - it just didn't occur to him that there was an issue and his hit was not a given. And no - with correct numbers he missed by 1 - darn Dex 14 of the mook.

1/5

thejeff wrote:

I would assume it would be the ones not saying they had a masterwork tool or saying what it was but just adding the bonus in to every use of the skill.

If a player says "I have a Masterwork tool for this skill", I would expect him to be able to tell me what the tool is and how it's appropriate for this use of the skill and for it to be appropriately limited. I'd expect that to be written down on the sheet as well so that what the tool is doesn't happen to be appropriate for any use of the skill that comes up.

A few times I have tried to full disclose how every uncommon detail of my characters worked and I got the distinct impression that everyone wished I hadn't. I know I certainly don't want to listen to the mechanics of every other character at the table when we are trying to get ready to play. I rarely care to listen to it when we are done playing.

I have one character that uses a masterwork tool. It is one of about 8 different mechanics being used to bump a single stat. Since that stat is so high, I sometimes have people ask me how that happens, but I am certain that by the time I end up going through my list everyone has stopped listening.

I have never had anyone complain about the use of the tool once I explained it. I have heard people repeatedly complain about others going on ad nauseum about their character's mechanics. (In fact, people hate it so much that it is a reason to lose a level in Munchkin.)


Sitri wrote:
thejeff wrote:

I would assume it would be the ones not saying they had a masterwork tool or saying what it was but just adding the bonus in to every use of the skill.

If a player says "I have a Masterwork tool for this skill", I would expect him to be able to tell me what the tool is and how it's appropriate for this use of the skill and for it to be appropriately limited. I'd expect that to be written down on the sheet as well so that what the tool is doesn't happen to be appropriate for any use of the skill that comes up.

A few times I have tried to full disclose how every uncommon detail of my characters worked and I got the distinct impression that everyone wished I hadn't. I know I certainly don't want to listen to the mechanics of every other character at the table when we are trying to get ready to play. I rarely care to listen to it when we are done playing.

I have one character that uses a masterwork tool. It is one of about 8 different mechanics being used to bump a single stat. Since that stat is so high, I sometimes have people ask me how that happens, but I am certain that by the time I end up going through my list everyone has stopped listening.

I have never had anyone complain about the use of the tool once I explained it. I have heard people repeatedly complain about others going on ad nauseum about their character's mechanics. (In fact, people hate it so much that it is a reason to lose a level in Munchkin.)

There is no need to explain all the details of everything, but the MW tools are explicitly circumstantial. They don't apply in all circumstances, thus it's a good idea to check.

All the permanent bonuses, they'll always be relevant so there's no need to go through that list, but anything that might or might not apply is worth mentioning.

1/5

The point is, there are enough things that people will argue about here on the boards to easily spend 20 minutes disclosing every possible thing someone might argue about. I know, when I first started playing I would tell my GMs about every little thing I saw an argument about here. I have found that just because some people here think something might or might not work is not a good reason to bring it up to every GM. I find most GMs and players at the table (myself included), really have a bad time when having extended rules discussion at the table.

Your masterwork tool is one little rule in sea of circumstantial rules. If a player is applying it to one use of the skill as it is supposed to be, I can appreciate the fact that he doesn't have to tell me at the start of the game. Just like he doesn't have to tell me some strange spell interaction that he might use, or some magical item contingency, or whatever else might come up that is perfectly within the rules.

If the person is misapplying the rules, as has been said earlier, that is a different story. But I am not prepared to paint everyone with that brush. This isn't really that complicated of a rule.

Like another similar magical item that has been under discussion here, I suspect that many of the people upset about this item are looking for reasons to make it not work. I don't think that GMs should look for (read: make up) reasons to make things not work.

Grand Lodge 4/5

One thing I have been doing for my PCs, when I setup a macro sheet to copy into Roll20, I also add, at the approp[riate spot in my document, not the macro, how the total number, if it isn't a simple addition (7 ranks, +4 Int, +1 Ioun stone), then I list all the components used to create th etoal, so I can easily answer the question, like "How did you get a +25 to your Trip?"
I copied the component numbers, pasted it into the text field, and someone learned why you don't want to mess with a Lore Warden doing combat maneuvers. ;)

And, since that document is on my Google drive, in the folder for the appropriate PC, I can still access it at a local game, if needed.

4/5

So if a tool is defined, purchasable item for a particular skill--like Masterwork Thieves Tools, climbing kits, Pathfinder Chronicles, etc.--do those also need permission? They are circumstance bonuses, so the theoretical limitations should apply.

But if you tried to tell a rogue that his MW thieves tools don't work on this particular lock because you say so, I think you will have some issues with your players. And honestly, I would side with the players.

The Exchange 5/5

Dorothy Lindman wrote:

So if a tool is defined, purchasable item for a particular skill--like Masterwork Thieves Tools, climbing kits, Pathfinder Chronicles, etc.--do those also need permission? They are circumstance bonuses, so the theoretical limitations should apply.

But if you tried to tell a rogue that his MW thieves tools don't work on this particular lock because you say so, I think you will have some issues with your players. And honestly, I would side with the players.

If there is some reason that the judge would rule that thieves tools don't work... then thieves tools wouldn't work. Right? The rogue player has to rely on the judge to have a reason, you have to trust the judge to be playing by the rules right? If the judge is just "out to get the player" he could just as eaily say "it didn't work" or even "boom! trap goes off".

If I, as a judge, look down and see a note in the scenario that says something wierd like..."this 'trap' is an illusion and cannot be disarmed with the use of anything other the wooden spoon on the table", I am going to rely on the trust of my players - When I say the MW tools didn't help... "for some wierd reason".

But this "trust" issue goes both ways. As a judge, I have to trust the players to tell me enough to tell me when they think the circumstances would give them a bonus (or a penility), so that I can do my job and "judge" the situation.


Dorothy Lindman wrote:

So if a tool is defined, purchasable item for a particular skill--like Masterwork Thieves Tools, climbing kits, Pathfinder Chronicles, etc.--do those also need permission? They are circumstance bonuses, so the theoretical limitations should apply.

But if you tried to tell a rogue that his MW thieves tools don't work on this particular lock because you say so, I think you will have some issues with your players. And honestly, I would side with the players.

Obviously not, though you should still mention it, because there are penalties if you don't have the tools at all.

Or with the chronicle you're supposed to spend a couple rounds looking through it, so you still should mention it, not just have it added into your Knowledge skill and use it when identifying the monster trying to eat your face.

No one is saying a GM should arbitrarily shut down MW tools, just that they should abide by the limits given in the description of "Tool, Masterwork".

Quote:
The tool should either have a limited number of uses (such as the disguise and healer's kits) or only apply to certain aspects of the skill (such as the balancing pole's bonus on Acrobatics checks to traverse a narrow surface or the magnifying glass's bonus on Appraise checks for detailed items).

Obviously you should make sure on your own not to add the bonus when it's not appropriate, but that's often going to involve telling the GM, since you may not always know all the circumstances.

The Exchange 5/5 RPG Superstar 2010 Top 16

Dorothy, I agree that a set of MW thieves' tools would beusable in most circumstances. But there could be exceptions.

Let's say that the mechanisms inside a particular lock are magnetized, and the default thieves' tools are metal and useless. Or, the party prowling around a giant's laboratory encounters an enormous lock, with tumblers the side of your arm. Or maybe a Numerian security locker sports a new-fangled spinning combination lock, where a DC 25 Perception (hearing) check can grant a bonus to hear the tumblers, but thieves' tools cannot.

The Exchange 5/5

and because the judge is in "control" of circumstance bonuses, because he is the only one to know ALL the information (we hope!), he needs to have all the information available to him... and how is the best way we give that to him? After all - he might know that you get an EXTRA bonus in these circumstances!

Judge "skill check?"
Player "13, 15 with a tool"

that works for me - how about you?

The Exchange 5/5

Chris Mortika wrote:

Dorothy, I agree that a set of MW thieves' tools would beusable in most circumstances. But there could be exceptions.

Let's say that the mechanisms inside a particular lock are magnetized, and the default thieves' tools are metal and useless. Or, the party prowling around a giant's laboratory encounters an enormous lock, with tumblers the side of your arm. Or maybe a Numerian security locker sports a new-fangled spinning combination lock, where a DC 25 Perception (hearing) check can grant a bonus to hear the tumblers, but thieves' tools cannot.

hay! wow... I just thought of something.

Can a player buy Mithril Masterwork Thieves tools? this would be cool for my Trapsmith rogue! talk about 'bling'! I wonder what the cost would be?

(not that I would be looking for a game advantage - just a RP thing!)


nosig wrote:
Chris Mortika wrote:

Dorothy, I agree that a set of MW thieves' tools would beusable in most circumstances. But there could be exceptions.

Let's say that the mechanisms inside a particular lock are magnetized, and the default thieves' tools are metal and useless. Or, the party prowling around a giant's laboratory encounters an enormous lock, with tumblers the side of your arm. Or maybe a Numerian security locker sports a new-fangled spinning combination lock, where a DC 25 Perception (hearing) check can grant a bonus to hear the tumblers, but thieves' tools cannot.

hay! wow... I just thought of something.

Can a player buy Mithril Masterwork Thieves tools? this would be cool for my Trapsmith rogue! talk about 'bling'! I wonder what the cost would be?

(not that I would be looking for a game advantage - just a RP thing!)

+500gp/lb of course. Masterwork Thieves tools weigh 2 lbs, so that 1100gp.

And there is a mechanical advantage. The mithral version only weighs 1 lb. :)

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