Stop me if you’ve heard any of these before.

“What do you mean you pick the lock? You don’t have any thieves’ tools.”

“I use my dagger.”

“How exactly are you going to make that Medicine check? You don’t have a healer’s kit.”

“Dagger again. I only want to perform a little open heart surgery!”

“What do you mean you repair your armor? Have you got a travel anvil in your pack?”

“Dagger, bro! I hammer away with the pommel.”

It is for reasons like these that the gods have given us the traveler’s any-tool. More than reducing the number of random backpack items you have to carry, it reduces the number of argument GMs have to have with overly-ingenious players.

Swiss army tools notwithstanding, there seem to be two schools of thought when it comes to this sort of inventive gameplay. The first is a hard-and-fast nope. It doesn’t matter how many bonuses you have. If you’re rocking the wrong tool for the job, some things are just impossible (e.g. you can’t cut a rope with a hammer.) On the other hand, cartoon physics insist that you don’t have to convince reality that something works. You just have to convince your GM. That includes the variant of anime physics (e.g. you can cut a rope with a hammer if the hammer just believes in itself).

As with so many things, I have no doubt that a happy medium of “do what feels right and call the close ones in the player’s favor” is the real solution here. So in an effort to find out what that point is for all of you, what do you say we practice the Dagger Test™ for today’s discussion? Name a scenario where you WOULD NOT allow a player to make a tool-based check with a simple dagger. All clear? Then I’ll see you down in the comments!

 

 

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