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Sniggevert wrote:

I regularly see half-elf druids, rogues, summoners, etc. that have +10~12 at 1st level. I've got a regular synthesist summoner currently who's got a +18 at like 6th level. Skill focus (perception) is not that uncommon at least in the 2 markets I've played in. There's traits to get perception as a class skill, along with a bonus to perception. Masterwork tools for another +2.

I find it hard to a imagine a masterwork tool that helps with passive perception checks for traps, much less one that works for all perception checks.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Lab_Rat wrote:
Jiggy wrote:

Since it worked when Bob did it for T10/LoreMaster, I went and asked James Jacobs about Perception and Trap Spotter:

James Jacobs wrote:
The trap spotter talent lets a rogue make a perception check to notice ALL traps he comes wihtin range of. Normally, you have to tell the GM that you're looking for traps.
Boom. There you go.

You sure know how to end a derailed thread. Nice to hear an answer regarding that. I always felt that the core rulebook was a little ambiguous as to how perception worked with traps. Thanks.

I felt it was a bit ambiguous as well. The clarification was as helpful to me as to anyone.

The Exchange 5/5

well.... when the thread on masterwork tools came up, I stated that I had a problem with the use of "generic" MW tools giving a +2 Circumstance bonus - and the fact that I know some players will just right it in to the skill, and never even note they have it. It's just another +2 on the skill - always calculated in.

Yes, a MW tool has to be actively used (equiped) to provice the bonus, AND you should mention it to the Judge, so he can decide that the "circumstances" are such that you get the bonus. But I guess that is just my opinion....

5/5

thejeff wrote:
Sniggevert wrote:

I regularly see half-elf druids, rogues, summoners, etc. that have +10~12 at 1st level. I've got a regular synthesist summoner currently who's got a +18 at like 6th level. Skill focus (perception) is not that uncommon at least in the 2 markets I've played in. There's traits to get perception as a class skill, along with a bonus to perception. Masterwork tools for another +2.

I find it hard to a imagine a masterwork tool that helps with passive perception checks for traps, much less one that works for all perception checks.

Not saying a mwk tool would be something that would be all the time perception ability. I'd have to be rather impressed with what idea that the player had for an actual tool to let that fly. But a situational bonus on the skill, you bet.

The sythesist I mentioned never used a tool for a bonus. The +10~12 for 1st level characters never did either. It's really easy to choose the right starting feats, traits, race, ability to get to that range for most any single skill at character creation.

5/5 5/55/55/5

Admiral Swagger wrote:
Bob Jonquet wrote:
It's no secret that perception is the "granddaddy" of skills. For most it is the single most important skill.
Fer ye land-lubbers, aye, this tis' the case. But on the open sea, through Besmara's good moods n' bad, a lads skill with the sails be all ye depend on!

But spotting the wake of the sea serpent as it heads for your ship lets you know when to start praying sooner

3/5

A purpose built percepto-bot is going to have a +18 Perception (+20 vs. Traps) at 1st level. Anything less than +14 is just a character with a Perception bonus. Of course, a new PC can go to +24 (+26) with a Synthesist, but I'm betting nobody is building a 1st level character for those numbers.

Nowhere near as problematic for balance as the 1st level Half-Orc Barbarians who can get their STR to 28 under the right circumstances. Especially if one were to consider which type would make for the tougher encounter -- the percepto-bot who knows the party is coming or the two Half-Orc Barbarians who are +10 to hit, (weapon die/dice)+13 damage per hit (under the right tactical circumstances)?


Sniggevert wrote:
thejeff wrote:
Sniggevert wrote:

I regularly see half-elf druids, rogues, summoners, etc. that have +10~12 at 1st level. I've got a regular synthesist summoner currently who's got a +18 at like 6th level. Skill focus (perception) is not that uncommon at least in the 2 markets I've played in. There's traits to get perception as a class skill, along with a bonus to perception. Masterwork tools for another +2.

I find it hard to a imagine a masterwork tool that helps with passive perception checks for traps, much less one that works for all perception checks.

Not saying a mwk tool would be something that would be all the time perception ability. I'd have to be rather impressed with what idea that the player had for an actual tool to let that fly. But a situational bonus on the skill, you bet.

The sythesist I mentioned never used a tool for a bonus. The +10~12 for 1st level characters never did either. It's really easy to choose the right starting feats, traits, race, ability to get to that range for most any single skill at character creation.

Right. SO now you have a character specifically designed to detect these things. Why not let him do it with some consistency? Players want to be good at their shtick, and the bonus doesn't matter if the random die roll screws them.

5/5

Caineach wrote:
Sniggevert wrote:
thejeff wrote:
Sniggevert wrote:

I regularly see half-elf druids, rogues, summoners, etc. that have +10~12 at 1st level. I've got a regular synthesist summoner currently who's got a +18 at like 6th level. Skill focus (perception) is not that uncommon at least in the 2 markets I've played in. There's traits to get perception as a class skill, along with a bonus to perception. Masterwork tools for another +2.

I find it hard to a imagine a masterwork tool that helps with passive perception checks for traps, much less one that works for all perception checks.

Not saying a mwk tool would be something that would be all the time perception ability. I'd have to be rather impressed with what idea that the player had for an actual tool to let that fly. But a situational bonus on the skill, you bet.

The sythesist I mentioned never used a tool for a bonus. The +10~12 for 1st level characters never did either. It's really easy to choose the right starting feats, traits, race, ability to get to that range for most any single skill at character creation.

Right. SO now you have a character specifically designed to detect these things. Why not let him do it with some consistency? Players want to be good at their shtick, and the bonus doesn't matter if the random die roll screws them.

I was saying that a mwk tool to aid perception would be situational. It would depend on what the tool was. Say a magnifying glass would help find minute visible evidence but wouldn't help listen for an oncoming threat or an ear horn would help listening for noise, but wouldn't help find a trip wire, etc. If you're coming up with a generic masterwork tool, you need to be able to describe what it is, so that the GM can interpret when the circumstance bonus can apply. It's especially necessary (IMO) for a skill like perception that is a conglomeration of the 3 old 3.5 skills and covers the 5 senses.

I have no problem with a character searching for traps taking 10 to use their phenomenal perception, if that's the character they built. A character with trapspotter could walk along taking 10 and probably find every mundane trap he passes within 10 feet of in PFS from what I've seen in most scenarios.

1/5

Sniggevert wrote:
A character with trapspotter could walk along taking 10 and probably find every mundane trap he passes within 10 feet of in PFS from what I've seen in most scenarios.

Yep. And that's their thing. They spent a talent on that ability instead of on something for combat. I will let them take 10, walk past and see every trap, and congratulate that player on being awesome.

As far as a passive perception masterwork tool....I would allow it as long as it was not something they had to take out and hold. Say...a set of goggles that took up the eye slot for equipment.

The Exchange 5/5

Lab_Rat wrote:
Sniggevert wrote:
A character with trapspotter could walk along taking 10 and probably find every mundane trap he passes within 10 feet of in PFS from what I've seen in most scenarios.

Yep. And that's their thing. They spent a talent on that ability instead of on something for combat. I will let them take 10, walk past and see every trap, and congratulate that player on being awesome.

As far as a passive perception masterwork tool....I would allow it as long as it was not something they had to take out and hold. Say...a set of goggles that took up the eye slot for equipment.

My problem with the MW tools is not the concept of having one that works - holding or otherwise. It's the fact that players are not being told they have to mention they are using it. A Judge will never know if there is being a circumstance bonus being added in. Many players will buy, and add it to thier skill bonus, a MW tool.

5/5 5/55/55/5

caineach wrote:
SO now you have a character specifically designed to detect these things. Why not let him do it with some consistency? Players want to be good at their shtick, and the bonus doesn't matter if the random die roll screws them.

Skill focus perception does, and should, give you a 15% increase in detecting the traps.

Adding it to the take 10 rules and a few other goodies gives you a 99% increase in detecting traps.

5/5

nosig wrote:
Lab_Rat wrote:
Sniggevert wrote:
A character with trapspotter could walk along taking 10 and probably find every mundane trap he passes within 10 feet of in PFS from what I've seen in most scenarios.

Yep. And that's their thing. They spent a talent on that ability instead of on something for combat. I will let them take 10, walk past and see every trap, and congratulate that player on being awesome.

As far as a passive perception masterwork tool....I would allow it as long as it was not something they had to take out and hold. Say...a set of goggles that took up the eye slot for equipment.

My problem with the MW tools is not the concept of having one that works - holding or otherwise. It's the fact that players are not being told they have to mention they are using it. A Judge will never know if there is being a circumstance bonus being added in. Many players will buy, and add it to thier skill bonus, a MW tool.

And that, I think is more a communications problem, than a rule problem IMO. Any time a player adds a circumstance bonus to a roll, it should probably be mentioned to the GM, and I'd put the onus to do so on the player. The character is going to know his equipment a lot better than the table GM will, and how he's coming up with a bonus.

It won't fit everyone's playstyle, but it's usually how I treat them. Someone could add in mwk tools to a roll, and I'd never know...unless they told me, which IMO is why the onus should the player to tell the GM upfront about the tool.

I know you were quite open about the hearing horn and clear ear you used, and that is what I more or less expect/assume players will do for a table GM.

The Exchange 5/5

plus it's more fun to do the Role Play thing... PC pulls out an iron ring with a handle, kind of like an oversize magnafiying glass without the lens. "Ah'm usin' my Pra-Cep-ti-on In-Tents-Ah-Fire to get me aid me in this here check"... or something like that.


I hate to rain on the MW Perception Tool parade, but srsly? Not at Golarion's level of technology.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Alitan wrote:
I hate to rain on the MW Perception Tool parade, but srsly? Not at Golarion's level of technology.

Periscopes, magnifying glasses and spyglasses exist; not to mention firearms and friggin' portable alchemist's labs. They're all nonmagical and PFS legal.

I'm afraid your argument doesn't really hold water.


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Jiggy wrote:
Alitan wrote:
I hate to rain on the MW Perception Tool parade, but srsly? Not at Golarion's level of technology.

Periscopes, magnifying glasses and spyglasses exist; not to mention firearms and friggin' portable alchemist's labs. They're all nonmagical and PFS legal.

I'm afraid your argument doesn't really hold water.

All good for certain things. Not so great for noticing traps as you walk down the hall.

Nor as a generic bonus to all Perception.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

thejeff wrote:
Jiggy wrote:
Alitan wrote:
I hate to rain on the MW Perception Tool parade, but srsly? Not at Golarion's level of technology.

Periscopes, magnifying glasses and spyglasses exist; not to mention firearms and friggin' portable alchemist's labs. They're all nonmagical and PFS legal.

I'm afraid your argument doesn't really hold water.

All good for certain things. Not so great for noticing traps as you walk down the hall.

Nor as a generic bonus to all Perception.

I was only replying to the suggestion that Golarion possessed insufficient technology for a masterwork perception tool. I wasn't saying such a tool would necessarily be used by a Trap Spotter or that it would apply to every perception check. Just saying that the idea that the tech level is too low for producing a tool to aid with perception checks at all is erroneous.

Grand Lodge 4/5 5/55/5 ***

nosig wrote:
My problem with the MW tools is not the concept of having one that works - holding or otherwise. It's the fact that players are not being told they have to mention they are using it. A Judge will never know if there is being a circumstance bonus being added in. Many players will buy, and add it to thier skill bonus, a MW tool.

Exactly right. I have seen characters who apparently walk around with their climbing kit on all the time.

IMO, a MW tool is exactly what it appears to be, a mundane item that require you to actively equip it. That usually means they are not effective in combat, nor are they always active. Can a player describe their tool as something special that sounds like it should be always available? Sure, but I believe that goes against the spirit of the MW tool rules, so I typically don't allow it. Since the rules are unclear on the subject, you are free to rule otherwise at your table.

Grand Lodge 2/5

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Bob Jonquet wrote:
I have seen characters who apparently walk around with their climbing kit on all the time.

Real men can climb a 150ft canyon wall with their bare hands - while being fly-by attacked by two harpies - and get to solid ground safely.

True story, btw.

The Exchange 5/5

Bob Jonquet wrote:
nosig wrote:
My problem with the MW tools is not the concept of having one that works - holding or otherwise. It's the fact that players are not being told they have to mention they are using it. A Judge will never know if there is being a circumstance bonus being added in. Many players will buy, and add it to thier skill bonus, a MW tool.

Exactly right. I have seen characters who apparently walk around with their climbing kit on all the time.

IMO, a MW tool is exactly what it appears to be, a mundane item that require you to actively equip it. That usually means they are not effective in combat, nor are they always active. Can a player describe their tool as something special that sounds like it should be always available? Sure, but I believe that goes against the spirit of the MW tool rules, so I typically don't allow it. Since the rules are unclear on the subject, you are free to rule otherwise at your table.

Bob - I am not prepared to rule one way or another on the "spirit of the MW tool rules". I just feel anything that gives a circumstance bonus should be cleared with the Judge at the table.

If we were going with "the spirit" I would think that the only skills you could use a MW tool on were the ones you "actively" do. Perception would be fine, if you are actively using perception to check for traps.

But am I going to tell someone that they can't use a MW tool on a passive use of a skill? HA! I'm not even going to get a chance unless I ask - "how do you get a XX in skill YY?" and the player responds "blah-blah-blah and +2 for a MW Tool." A judge says "gimme a Perception check", rattle-rattle "38". Now, I'd like him to say (like I say), "38 with my Tool out!" (yah, that way we get the "younger" players to say it). But most players don't. and some players never will.

The fun one is going to be when I ask how someone "got that on a disable device roll" and they say. "+2 for MW thieves kit, +blah-blah-blah and +2 for a MW tool". I know this is going to happen, cause I've played with some players that wouldn't think twice about it. Circumstance bonuse stack ("if the judge says so") and they read this ("if the judge doesn't say no"). I can recall playing with someone who had three temp. (+1) modifiers on his to hit... you see, he had played his last game with a cleric who had cast Bless each encounter... thus three +1s. This same guy would forget any Temp penilities each round, so he would have to be reminded of a -2 for shaken at the start of each round. But hay, he never cheated at dice, and he was having fun and if he'd been more fun to play with (other social skills) I'd still look forword to playing with him still. Some of his characters were great!


One thing that came up since you are talking about masterwork tools...

I had a player with a Tome of Knowledge (nature) described as a MW tool that let them "look up" relevant information on natural topics, giving them a +2 to Knowledge (Nature) checks. I allowed it and later on someone asked me about doing the same thing for any other skill. In hind sight I should have made him make the book more specific. BUT Why not let someone open up their lock picking manual when trying to pick a lock outside of combat? Would other GMs allow such tools?

5/5

There's actually Pathfinder Chronicles in the ISWG that are the equivalent of mwk tools for knowledges. You have to buy one for each knowledge skill that you want to use it for.

If there's already a mwk tool specified out there, such as mwk thieves' tools/healer's kit/chronicles, I think that's what should be used for the mwk tool. The generic mwk tools are more for the skills that do not have specific tools out there IMO.

5/5 5/55/55/5

Aranna wrote:

One thing that came up since you are talking about masterwork tools...

I had a player with a Tome of Knowledge (nature) described as a MW tool that let them "look up" relevant information on natural topics, giving them a +2 to Knowledge (Nature) checks. I allowed it and later on someone asked me about doing the same thing for any other skill. In hind sight I should have made him make the book more specific. BUT Why not let someone open up their lock picking manual when trying to pick a lock outside of combat? Would other GMs allow such tools?

the inner sea world guide has these. They're collections of pathfinder adventure pamphlets and grant a +2 circumstance bonus on relevant knowledge checks.

The Exchange 5/5

Sniggevert wrote:

There's actually Pathfinder Chronicles in the ISWG that are the equivalent of mwk tools for knowledges. You have to buy one for each knowledge skill that you want to use it for.

If there's already a mwk tool specified out there, such as mwk thieves' tools/healer's kit/chronicles, I think that's what should be used for the mwk tool. The generic mwk tools are more for the skills that do not have specific tools out there IMO.

my problem with this (not a problem with the way you mean it, but with the machinics of doing it this way, of enforceing it sort of...) is:

Say there is an additional resource, "Guide to the Ballroom" that has in it a kit like thieves tools but for the skill Perform Dance. For 100 gp you get a MW tool that gives you +2 on Perform dance, and weighs 2 lbs. You have access to this tool IF YOU OWN THE GUIDE it appears in, and bring a copy of the discription with you to the game. WHY would I do this? My PC can use a generic mw tool that weighs half as much, costs half as much and is just as good. AND takes less effort on the part of the player to use/have.

Unless we state that the generic tool does not work if there is a Kit available... but then - along comes Jack the Newbie, he's been playing a week and owns the CRB. He looks at Shadow Dancer and says "cool! I wanna have one of these!" ... and he discovers generic tools and buys a tool for Perform Dance. And I get to look him in the face and say - "sorry Newbie, you can't have that because of this other thing in a book you have never even heard of, and no one you know owns one."

It get's worse when Paizo puts out Untimate Equipment, and now there's a kit for all the skills we are buying MW tools for now. This is likely to be a nightmare....


I'm having a lot of trouble imagining a tool that helps you dance better.

Ditto acrobatics.

Ditto bluff, sense motive, and so on and so forth.


Alitan wrote:

I'm having a lot of trouble imagining a tool that helps you dance better.

Ditto acrobatics.

Ditto bluff, sense motive, and so on and so forth.

Depends on the kind of dancing, though most things I can think of involve shoes, like tap shoes for tap dancing or those special steel-toed shoes for ballerinas.

Acrobatics would maybe be something to help with your balance.

Bluff would also be situational, like a fake badge or papers to help get past a guard, etc.

But for others, yeah, I got nothin'.

The Exchange 5/5

while I might also have problems with finding "the perfict tool for the job", I would like to point out that the MW tool write-up is generic. And with the way it is currently being handled, a player will never say what his MW tool is. Most will not even mention that they have bought one.
Judge: "Give me a bluff roll for that!".
player A: "38".


And that is a big problem with the generic MW tool. For many skills, there can not be a single generic tool, as there are too many specific situations that could call for a totally different tool than another situation. I personally think that the generic MW tool should not exist and that you should have to buy a different tool for every situation for every skill. The generic MW tool should not be the equivalent of the Swiss Army knife.


Enevhar:

The perfect tool for bluff, in the way of badges, documents, etc. is Illusory Script: "this document is exactly what the person who handed it to you says it is."

Shadow Lodge 4/5

nosig wrote:

while I might also have problems with finding "the perfict tool for the job", I would like to point out that the MW tool write-up is generic. And with the way it is currently being handled, a player will never say what his MW tool is. Most will not even mention that they have bought one.

Judge: "Give me a bluff roll for that!".
player A: "38".

Why would you pass on a chance to be creative, and describe your "you can trust me" bowtie? Why not treat it like a set of MW Thieves' Tools, pay 100gp and assume a variety of 'tools', one of which is perfect for the job?

There are better ways than deliberately withholding information to get a perceived advantage.

Grand Lodge 5/5 ****

I described the whole issue in a different thread somewhere else here.

The problem (in my view) started when MW tool changed from a special quality you paid 50 gp in addition (3rd edition) to an item in itself.

So in 3rd edition you could buy a rope, spend 50 gp extra and it would be a MW rope giving you a +2 bonus on checks related to the rope. Most likely climbing (using the rope and not having it in your backpack) but maybe as well it might increase the Escape Artist check for someone bound by the rope.

In PFS a Masterwork tool (any skill) for 50 gp and 1 lb weight is RAW and has been confirmed by the developers that they exist for any skill.

There have been discussions about active / passive skill checks. About a MW tool (climbing) that RAW is cheaper and lighter and therefore frowned upon.

But all this is akin to the T10 discussion and limitations by GMs about skills or situations they dislike it.

As a GM I can't rule out such a tool in PFS. A player is entitled to use the rules as they are in the book.

And I know Nosig this time feels rather similar to me that there should be restrictions.

Thod

PS: An Acrobatics tool exist in the books. It is a balancing pole. It gives a +2 on balancing on narrow ledges or walking on a rope. But an untyped, nondescriptive MW tool (acrobatics) for 50 GP and 1 lb is rules legal as well.

The Exchange 5/5

actually my objections are not with the MW tool concept, my problem is with the WAY it's being assigned. The way it's been "streamlined" in the PFS rules to be just another bonus, and one that is never mentioned to the Judge. This means that the player is in control of assigning a circumstance bonus. And seeing that circumstance bonuses stack.... (I should not post this as it will give someone ideas... but here goes), two "different" MW tools for a skill would each give a +2 circumstance bonus, which the judge should decide if it applies. But with the player making this rule, we will get people adding more than one +2 circumstance bonuses to a skill.

For example. PC A is doing a bluff check - and before he rolls (Takes 10?) Player B says, "Hay, I've got a MW tool for that - my "book of honest looks", use it for a +2" and so player A adds in a +2 circumstance bonus for a MW tool, even thou he already has a +2 for a different tool that he doesn't mention. Or maybe even remember! it's just added to his bluff skill, and he has no idea how that is even figured. At the end of the adventure Player A says - "I got to get me one of those "book of honest looks" for a bonus to my bluff." subtract 50 gp and add 2 to the bluff skill... untill the next time he uses the skill and someone hands him a "Marshels badge"....

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