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Old 10-31-2016, 10:26 AM   #21
sir_pudding
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Default Re: Miraculous Toolbelt Uses?

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Originally Posted by Celjabba View Post
It also (partially) eliminate the weight and bulk of a toolkit
Sure, but that also doesn't require you to specify the contents, anymore than a regular kit does.
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and the meed to replace broken tools.
As far as I know, there is no such requirement. I guess you could have this occur on a critical failure though.
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Old 10-31-2016, 10:36 AM   #22
Kalzazz
 
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Default Re: Miraculous Toolbelt Uses?

Well, lockpicking is definitely specifically called out as an example

I would assume that lockpicks are an actual tool for locksmiths maybe? I am not sure
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Old 10-31-2016, 10:36 AM   #23
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Default Re: Miraculous Toolbelt Uses?

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Originally Posted by sir_pudding View Post
Sure, but that also doesn't require you to specify the contents, anymore than a regular kit does.
True. but even without knowing its exact content, if the thief only carry a lockpicking kit, I wouldn't allow him to take a rope out of it to rappel down a cliff, a crowbar to pry open a door, an oil lamp to light the way, a poleaxe to brain the dire beast ... all things that can legitimately came out of the belt, so setting some limits and anticipating the players request is a good idea.

Unless you mean that the player cannot request a specific item, just claim the +1 in case of a skill roll ?

Last edited by Celjabba; 10-31-2016 at 11:20 AM.
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Old 10-31-2016, 01:21 PM   #24
sir_pudding
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Default Re: Miraculous Toolbelt Uses?

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Originally Posted by Kalzazz View Post
I would assume that lockpicks are an actual tool for locksmiths maybe? I am not sure
That's irrelevant. Lockpicking is a skill that takes equipment modifiers and it isn't esoteric, so the tool belt helps (but doesn't give Fine (+2) picks; I'm not even sure where that notion is coming from - it provides Good picks for +1 only).
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Originally Posted by Celjabba View Post
I wouldn't allow him to take a rope out of it to rappel down a cliff,
Climbing doesn't use equipment modifiers, so no, the toolbelt doesn't help it.
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a crowbar to pry open a door
Forced Entry also doesn't list equipment modifiers
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an oil lamp to light the way
Vision isn't even a skill...
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a poleaxe to brain the dire beast
Two-Handed Axe/Mace is pretty clearly not a craft and doesn't list equipment modifiers besides.
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... all things that can legitimately came out of the belt, so setting some limits and anticipating the players request is a good idea.
None of those can legitimately come out of the belt.
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Unless you mean that the player cannot request a specific item, just claim the +1 in case of a skill roll ?
Yes that's exactly what I'm saying. The intent of the item is to replace a generic tool kit, such as those listed on Dungeon Fantasy 8: Treasure Tables p. 26. It gives a +1 equipment modifier for any nonesoteric skill that lists "Equipment Modifiers (p. B345)" under "Modifiers".

The description says it gives you what you need for the task at hand, you don't "request" tools, you just reach in and pull the correct one out.

Last edited by sir_pudding; 10-31-2016 at 01:42 PM.
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Old 10-31-2016, 01:35 PM   #25
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Default Re: Miraculous Toolbelt Uses?

Good is +1?

I thought Good was 'basic, garden variety, no modifiers' and Fine was '+1'?
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Old 10-31-2016, 01:40 PM   #26
sir_pudding
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Default Re: Miraculous Toolbelt Uses?

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Originally Posted by Kalzazz View Post
Good is +1?

I thought Good was 'basic, garden variety, no modifiers' and Fine was '+1'?
It says right there in the relevant descriptions:

Quote:
Originally Posted by Treasure Tables p.41
It acts as a good-quality (+1 to skill) tool kit for any nonesoteric skill requiring tools.
Quote:
Originally Posted by Adventurers p. 25
Lockpicks. Basic equipment for Lockpicking skill. $50, 0.1 lb. Better kits are heavier because they include more tools. Good quality: +1 to skill; $250, 0.5 lb. Fine quality: +2 to skill; $1,000, 2 lbs.
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Old 10-31-2016, 02:07 PM   #27
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Default Re: Miraculous Toolbelt Uses?

Quote:
Originally Posted by sir_pudding View Post

Yes that's exactly what I'm saying. The intent of the item is to replace a generic tool kit, such as those listed on Dungeon Fantasy 8: Treasure Tables p. 26. It gives a +1 equipment modifier for any nonesoteric skill that lists "Equipment Modifiers (p. B345)" under "Modifiers".

The description says it gives you what you need for the task at hand, you don't "request" tools, you just reach in and pull the correct one out.
Thanks for the clarification !
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Old 10-31-2016, 02:45 PM   #28
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Default Re: Miraculous Toolbelt Uses?

So it does, thank you

This will continue to confuse me no end, you'd think I would have figured it out by now
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Old 10-31-2016, 06:23 PM   #29
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Default Re: Miraculous Toolbelt Uses?

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Originally Posted by starslayer View Post
I am not seeing these skills producing anything super interesting?
A Good Alchemy Kit would also have reagents and test strips, etc.

Likewise for the other skills, and that Meteoric laced Gauntlet is not a "simple" tool... and would be very interesting.

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Originally Posted by Kalzazz View Post
I thought Good was 'basic, garden variety, no modifiers' and Fine was '+1'?
Basic tools are +0.
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Old 10-31-2016, 07:54 PM   #30
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Default Re: Miraculous Toolbelt Uses?

Good weapons are "basic" no bonuses/penalties items. That's probably the source for confusion.
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