Did you ever play 3.5 or 4e? Combat took at least as long or significantly longer; not only did you often have exactly the same delay as players weighed their choices, you had the addition of complex bonus/penalty calculations that had to be kibitzed and examined. Especially at higher levels it wasn't unusual in 3.5 to have to combine the effects of 15 or more bonuses or penalties just to try and stab a dude. Boiling most of that down to advantage/disadvantage and making them non-stacking is one of the best things 5e did, mechanically, to keep combat moving along at a decent pace.
p. 154 for Thieves' Tools, and pp. 176-177 for Dexterity checks in general.
Yes, it's a single roll. Let's check 3.5 real quick, p. 79 for Open Lock, which is just a single roll. There's some additional suggestions for disarming traps imaginatively, but that all applies to 5e as well; the disarming traps bit I pointed at is just for trying to use thieve's tools to disarm it mechanically.
The only real difference I'm seeing is that 5e's skill system is less bloated, and it doesn't include specific DCs, leaving those up to the DM, which 3.5 did anyway, it just established a default range, which isn't actually helpful in any real sense. It's still the same "DM picks a difficulty, player rolls to beat it".
Searching for traps falls under Perception/Investigation in 5e, so again, there's rules there for all that too. I really don't see what you're driving at, as someone who's spent years playing in both systems.
I don't have a specific page reference since I'm pulling from D&D Beyond, but in Xanathar's Guide to Everything, Chapter 2: Downtime Revisited, the Crafting an Item section, and scroll down to the "brewing potions of healing" subsection. Gives you the exact amount of raw material cost and the number of days required per type of healing potion.Next, tell me exactly how you make a healing potion. I'll even help you out with a seed: See the Herbalism Kit (but not Alchemy Supplies!). Then go on, tell me exactly how to make a potion from there, with page references please, not DM fiat.
Other rules in that section cover all kinds of other crafting.
Either can work separately. If you have both Proficiency in Performance and in a musical instrument, then we're going back to Xanathar's Guide to Everything, Chapter 2: Dungeon Master's Tools, the Tool Proficiencies section, and "Tools and Skills together". You get Advantage, in addition to proficiency bonus.After that, tell me what happens if you have proficiency with Performance and a Musical Instrument, and want to play that instrument. Why do you even have the latter if you have the former? Go on, show me the detailed guidelines and rules for dealing with things like that. Page references requested again.
I mean, you picked two examples and they both had really clear answers that didn't take me long to find, at all.I can show you all those things in most of the other editions of the game, and usually right there in the Player's Handbook because it's very much common, everyday stuff that players deal with in the game. But not in 5e. Good luck finding anything coherent that's not combat-related in 5e.
A single attack against an enemy is DM fiat for the enemy's stats, and a single roll. You're not applying your standards fairly.That's what I was saying. Also most of the rules require DM fiat and a single roll. Unlike, say, making a single weapon attack against a single opponent in one round of combat, including all the detailed information on movement and spacing, exact outcomes of various attacks, and so on and so forth, for an action that takes all of a couple of seconds of in-game time. Compared to, say, a lengthy negotiation with a noble, or sneaking about scouting an orc encampment.
Also, 5e is perfectly permissive towards letting you negotiate with nobles or scout orc encampments and use a bunch of different checks at various points. It comes down to the DM letting you, but that's always been the case, even in 3.5. That's how DMing works.
Eberron's my favorite setting, and a big part of the point of Eberron is that it doesn't have those petty prejudices, or at least not in the same ways. Goblins aren't looked at any more askance than Halflings or Gnomes, probably less so than Gnomes, Zilargo spies are everywhere. What it does do is make most of those conceits nationalistic, not racial. A Goblin from Sharn isn't gonna be different from anyone else from Sharn, but a half-orc from Droamm definitely is. The oddball characteristics are still out there, you've got nomadic Halfling tribes riding dinosaurs and such, they're mostly just cultural. Judging the entire setting by the standard of Sharn is a mistake; Sharn it presented as an oddball for the setting in and of itself. But there also isn't any inherent automatic murder-motives; there's often bad blood between peoples over past wars and such, but no concept of "hey, that's an orc, we can kill that for funzies for being an orc because who gives a fuck about orcs, right?" that a lot of other settings run into trouble with. I find that broad acceptance of all races a hell of a lot more nuanced and interesting than "that elf's skin is black, so it's evil and we can murder it in the face without any more information than that".
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If I never have to spend 20 minutes working out exactly which bonuses all apply to a given attack or spell effect again, I'll be really happy. I'd rather get on with the game than spend my time working out minutiae like that. The benefit of simplicity here is you move on and get through it. Combats in 3.5 could easily blow up to taking an entire 4-hour session at higher levels. In 5e, it moves a lot faster, and less time spent arguing over whether flanking applies here or not means more time I can spend snarking at the Barbarian for fumbling his axe in that last fight.