Yup a few of us were talking DND in the hobby discussion a few days ago. Since then I've sent out custom backgrounds / info on our first worldbuilding session to my players for a campaign that's...
Wish I had known the Invention Wizard was a thing, I woulda pilfered the shit out it :P (I kinda rolled my own in a similar vein)
I feel like tools are something you're gonna have to work with your DM on. Most campaigns I've been in, they really don't come up (except Thieves Tools) so your DM will either have to build spaces into the campaign to allow you to do cool things with them OR you could work with the DM to make them a more on the fly type of experience.
So first, and most importantly I would treat them as a basis for role-playing, do what's interesting even if it doesn't result in a huge mechanical advantage.
From my read, one cool Invention Wizard build you could go for is basically a Rick Sanchez level mad scientist. I would take Tinker Tools which, while not really well defined in the PHB seem to fit well with the whole "I have all these weird components and I need build some crazy contraption" motif. Additionally there are some well thought out home-brew rules for tinker tools out there.
Next I'd either take Smith's Tools (again, not well defined in PHB but there are good homebrew rules) to fit with the Arcanomechanical Armor trait (i.e., so you can build and maintain your armor) OR way more interestingly (to me) I would try to pitch the DM on letting me spend my second tool proficiency to upgrade Tinker Tools to a combat role. Work with the DM to create a move (Dungeon World has a lot of cool stuff in this vein) you can do during combat to combine items you have into a useful gadget, e.g.:
Let's say your fighting some heavily armored orcs who's got your group pinned down with arrows. You reach into your pouch and pull out a metal spike, a long rubber hose; you look at your staff and have the beginnings of a plan. Roll +Tinkerer (probably Dex or Int + prof) to create a *flaming bolt*:
* on a 10+ you successfully craft the item, but possibly leave yourself open to danger or the item isn't as effective as you'd hoped
* on a 15+ you craft the item and apply one effect from the list below:
- A minor magical effect (e.g., it's fuckin' on fire)
- The item is very effective (e.g., it's armor piercing, -2 from target AC)
- The enemy is frightened by your prowess (e.g., that wizard just made a cross-bow out of *nothing*, I am out. of. here.)
* on a 9-, you fail to craft the item under pressure and leave yourself open to attack (e.g., maybe the orcs will target you next round, or maybe you left cover while crafting)
Then make a generic spell attack as your attack with the flaming bolt (maybe even on the same turn? The extra move is somewhat balanced by the fact that you now have to succeed on two rolls).
Another cool idea from DungeonWorld is the concept of adventuring gear which unlike DND is not a specific set of items, but more a bag that you can pull out any generic item (rope, spikes, poles, etc.) a fixed number of times (usually 5). That would be a very useful change for this class as well I'd think
Is this the latest UA iteration of the Artificer? Regarding the proficiencies, I would look at Xanathar's for tool ideas and always consider what you'll be able to do with Fabricate
Is this the latest UA iteration of the Artificer?
Regarding the proficiencies, I would look at Xanathar's for tool ideas and always consider what you'll be able to do with Fabricate
Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and...
Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and descriptions of the tools are very vague intentionally as to leave plenty of room for interpretation
It is all going to depend on working with your DM, what they will allow, and what fits your character role play wise. A general goal is to create things that are interesting. But don't try to break the game. Actively trying to break the game or creating OP items will just piss your DM off and sour them to working with you or anyone else in the future on crafting.
As for ideas for tools Smith's tools, Alchemist Supplies, and Tinker's Tools are all viable options. As for ideas on what to make, maybe consider interesting little contraptions that your DM lets you or other players use to grant actual in game effects. Like a tactical vest that allows you to do something that would normally take an action to perform as a bonus action, Or maybe something like the "Deluminator" from Harry Potter which could allow you to create non magical darkness in an area around you. All the way up to something like weapons, for instance the "Diplomacy" from Critical Role. In one case I've heard of a campaign where someone mass produced 'guns' that fire fire bolts (it was essentially a modified wand of fire bolts that the user used thought to "pull the trigger") and armed a militia that they used to overthrow an empire.
The limit is simply your imagination and what the DM will allow.
I was looking at the magic items in the Dying Earth RPG (I'd rather not link to the bootleg PDF, but it's not that hard to find either) the other day as well, there's a lot of really interesting...
I was looking at the magic items in the Dying Earth RPG (I'd rather not link to the bootleg PDF, but it's not that hard to find either) the other day as well, there's a lot of really interesting odd-ball items you might use as inspiration.
One of my favorites was a rod of location that, within a certain radius, unerringly points to the object, person or thing the creator wanted it to. The trick is that both the radius and the thing it's trying to locate are unknown (as they're generally very old devices and the creator is long gone). Outside of the radius it points in a random direction.
I don't but I'd love to. The closest I've gotten was dating a guy for a minute who promised to bring me along to a game but never did. I know there are meet ups and stuff but they're super...
I don't but I'd love to. The closest I've gotten was dating a guy for a minute who promised to bring me along to a game but never did. I know there are meet ups and stuff but they're super intimidating to me.
I feel like I'd love the game but wouldn't really ever 'fit in' because I'm kind of a faux nerd. By that I mean I tend to be very into specific things in certain genres but I don't really ever let them cross over.
I dunno. It's hard to explain but I'd get labeled a casual for sure, and despite being very into certain things I cherry pick from different hobbies (like I love building halo cosplay armor but don't really care about the game and have played it like twice) 'casual' is an apt term I guess.
I think you're selling yourself short! It wouldn't work for every table, but I know personally I'd be super into a PC as a fashion-designer Bard hell bent on making the world look fabulous. My...
I think you're selling yourself short! It wouldn't work for every table, but I know personally I'd be super into a PC as a fashion-designer Bard hell bent on making the world look fabulous. My last character was a huckster who went around pretending to be a lawyer (in a world that didn't really have a formal rule of law), getting people to sign forged contracts, defrauding nobles, etc.
The important part is finding a good group / DM who are playing the game for the same reasons you want to (e.g., some groups are all about dungeon crawling and levelling, others about telling stories, etc.)
Lol, yea I like the character creation aspect for sure but I know enough to probably ride out my first few go arounds with a normal, well rounded character. It'd probably look like my typical...
Lol, yea I like the character creation aspect for sure but I know enough to probably ride out my first few go arounds with a normal, well rounded character. It'd probably look like my typical 'first playthrough' rpg character, at least til I got my feet wet. What really intrigues me the most though are the creative ideas people end up deploying as work arounds in the game. So clever.
You might try finding a local game-shop that runs beginner games so you could try it out / meet some other people (that's how I first played), or even some RPG podcasts (Friends at the Table and...
You might try finding a local game-shop that runs beginner games so you could try it out / meet some other people (that's how I first played), or even some RPG podcasts (Friends at the Table and the Adventure Zone are my personal favorites) to get your feet wet with the rules.
What really intrigues me the most though are the creative ideas people end up deploying as work arounds in the game. So clever.
I agree, that's definitely what made me (while listening to the Adventure Zone) made me take the leap from: "these guys are funny and this is fun to listen to" to "I need to play this game, because the things they end up doing are ridiculous and fun"
Hmm... Maybe I'll try to find a group. Real talk, are people who play generally nice to girls who never have... Or am I just going to feel dumber than everyone else there and they'll be annoyed by...
Hmm... Maybe I'll try to find a group. Real talk, are people who play generally nice to girls who never have... Or am I just going to feel dumber than everyone else there and they'll be annoyed by a newbie female?
I'll add to what arghdos is saying in that yeah, it's just your luck in who you end up playing with. Nowadays though, your odds are good. Tabletop RPGs generally spawn groups that are very...
I'll add to what arghdos is saying in that yeah, it's just your luck in who you end up playing with. Nowadays though, your odds are good. Tabletop RPGs generally spawn groups that are very inclusive - it's in the nature of the game as a coop experience.
If you'd like to play, check your local hobby shops and other geeky hangouts to see if they run games. If you see something called "Adventurers League" you're golden. It's D&D's official organised play. When you make a character at an AL table you can take it to any AL table, so even if you're unlucky and get a stinker of a group you can just move to another one. AL is usually very good with new players as well - they get a lot of them.
Unfortunately I think that depends on who you play with, there are jerks and elitists in any hobby or game, and I know that it can particularly be worrying to play with some... well super-geeks...
Unfortunately I think that depends on who you play with, there are jerks and elitists in any hobby or game, and I know that it can particularly be worrying to play with some... well super-geeks without much in the way of social graces to put it politely, particularly so as a female.
But most of the people I've met are just regular people who like to have fun playing a cool game. D&D overall has become much more of a mainstream thing in the past few years, so I don't think you'll end up in the group you're worried about. In my experience, if you tell the DM other players straight up that you're a beginner, people generally don't have problem -- everyone I met as a newbie was encouraging and genuinely wanted to show me the ropes of the game. Particularly this is where beginner sessions at game-shops might be clutch.
I hope (if you decide to do it) you have the same experience, because D&D is a blast!
also /r/lfg is a good place to find a game near you
Me! I've only recently started playing though. I was first introduced to it from watching Achievement Hunter's campaign on YouTube (more entertainment less strict rules). This year my school...
Me! I've only recently started playing though. I was first introduced to it from watching Achievement Hunter's campaign on YouTube (more entertainment less strict rules). This year my school started a DnD club and I joined as fast as possible and it's been really fun ever since!
I love DnD. Been running 2 games and playing in another for just shy of 2 years now. I hope we can get a dedicated....subtilde(?) for it up and running soon. I'm new to all this, do we have an...
I love DnD. Been running 2 games and playing in another for just shy of 2 years now. I hope we can get a dedicated....subtilde(?) for it up and running soon.
I'm new to all this, do we have an official name for this interest sections?
Good question. My hunch is that it'd live under ~games.tabletop.rpg.dnd and just be called ~dnd. We're still working through the question of how to put the hierarchy together. For now it's...
Good question. My hunch is that it'd live under ~games.tabletop.rpg.dnd and just be called ~dnd. We're still working through the question of how to put the hierarchy together. For now it's definitely ~games content until there's enough of it to justify spinning it off into a new community that'd be strong enough to live on its own.
The idea of to post on the big groups and apply tags. If a tag become quite persistent the community (or the admin themselves) create a dedicated sub-group for it. There are other suggestion as...
The idea of to post on the big groups and apply tags. If a tag become quite persistent the community (or the admin themselves) create a dedicated sub-group for it.
There are other suggestion as well, you can look for the topics that talk about groups and give your opinions!
Not DnD anymore but I'm mastering a Hero Kids for my children now that they're old enough (6 and 13) and they are loving it. To be honest, I wasn't expecting it and am pleasantly surprised to have...
Not DnD anymore but I'm mastering a Hero Kids for my children now that they're old enough (6 and 13) and they are loving it.
To be honest, I wasn't expecting it and am pleasantly surprised to have found something that take them away from that damn tablet/phone.
I'm thinking about changing ruleset soon as hero kids is good for introducing mechanics to young player but become pretty limited very quickly.
No idea about the Invention Wizard sorry but it's a nice archetype definitely :)
Maybe next time use a better title!
If you're in need of a quick fix of RPG check out podcasts. There are several out there that are absolutely wonderful. My personal favourite is Dungeon and Randomness!
But jump right in the 2nd Arc, the first one, up until the 45th episodes more or less, it's very low quality stuff :P
See this chart -- the first season has some annoying audio issues (inconsistent volume, occasional weird delays) for about 5-10 episodes and is reasonably listenable (audio-wise) after that, and...
See this chart -- the first season has some annoying audio issues (inconsistent volume, occasional weird delays) for about 5-10 episodes and is reasonably listenable (audio-wise) after that, and ends up in an awesome place story-wise. The first season has totally changed the way I approach DMing, exposing me to a lot of the amazing tools built into Dungeon World that set up dynamic storytelling, and Austin is a dynamite storyteller.
I just finished COUNTER/Weight and it was incredible, the story payoffs are huge; give it some time as they're not too comfortable with the system the start with (MechNoir) and switch to The Sprawl around 10 episodes in.
p.s., Dungeon World is a much simpler system than D&D, and might (though it would probably be a bit much for the 6-yo) be a good stepping stone to more complex games.
Oh yay! I was worried that I'd join ~ and have nothing to talk about, but here is a DnD thread right on the front page :D I'm in three games right now - a DM in one of them. I'm still rather new...
Oh yay!
I was worried that I'd join ~ and have nothing to talk about, but here is a DnD thread right on the front page :D
I'm in three games right now - a DM in one of them. I'm still rather new at DMing so it's kinda daunting.
I haven't seen that UA before, but it looks interesting. I agree with Arghdos that Tinkers Tools are probably a good fit. Alchemist's tools might be useful too.
There are a couple other tool sets that might be thematically relevant - namely Jeweller's or leatherworker's (for bookbinding) - but those might not come up beyond RP reasons.
I've had a very hard time deciphering just what you can do with tinker's tools. I have a sorc in a campaign I'm DMing who I've been allowing to make very rudimentary traps/alarms when they're...
I've had a very hard time deciphering just what you can do with tinker's tools. I have a sorc in a campaign I'm DMing who I've been allowing to make very rudimentary traps/alarms when they're camping as long as he can explain to me the components he has on him and roughly how it meant to work. Unfortunately I feel like most tool proficiencies don't really shine naturally in the game.
Yeah tools are really a DM's ruling mechanic. For Tinkers Tools there are examples of what can be made with them in the Gnome section: Clockwork Toy: This toy is a clockwork animal, monster, or...
Yeah tools are really a DM's ruling mechanic.
For Tinkers Tools there are examples of what can be made with them in the Gnome section:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a Candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
I just got back into a campaign after about 8 months of not playing. I'm playing a Tortle Fighter and taking advantage of that tasty natural armour 17 AC of a shell. Spec'd con and str and then...
I just got back into a campaign after about 8 months of not playing. I'm playing a Tortle Fighter and taking advantage of that tasty natural armour 17 AC of a shell. Spec'd con and str and then whatever the one ability is that lets me yell at someone to take an attack action as a fighter. Haven't gotten to use it because our first session last week I wasn't close enough to anyone when fighting, but still had a great time taking shots for people and being a wall.
I had my first look 3 weeks back, unfortunately I had to work late that evening so had to sit and whach the other guys play. Holy damn that was confusing coming in mid way, next Friday is my first...
I had my first look 3 weeks back, unfortunately I had to work late that evening so had to sit and whach the other guys play. Holy damn that was confusing coming in mid way, next Friday is my first real game and I can't wait
Yup a few of us were talking DND in the hobby discussion a few days ago. Since then I've sent out custom backgrounds / info on our first worldbuilding session to my players for a campaign that's about to start.
Wish I had known the Invention Wizard was a thing, I woulda pilfered the shit out it :P (I kinda rolled my own in a similar vein)
I feel like tools are something you're gonna have to work with your DM on. Most campaigns I've been in, they really don't come up (except Thieves Tools) so your DM will either have to build spaces into the campaign to allow you to do cool things with them OR you could work with the DM to make them a more on the fly type of experience.
So first, and most importantly I would treat them as a basis for role-playing, do what's interesting even if it doesn't result in a huge mechanical advantage.
From my read, one cool Invention Wizard build you could go for is basically a Rick Sanchez level mad scientist. I would take Tinker Tools which, while not really well defined in the PHB seem to fit well with the whole "I have all these weird components and I need build some crazy contraption" motif. Additionally there are some well thought out home-brew rules for tinker tools out there.
Next I'd either take Smith's Tools (again, not well defined in PHB but there are good homebrew rules) to fit with the Arcanomechanical Armor trait (i.e., so you can build and maintain your armor) OR way more interestingly (to me) I would try to pitch the DM on letting me spend my second tool proficiency to upgrade Tinker Tools to a combat role. Work with the DM to create a move (Dungeon World has a lot of cool stuff in this vein) you can do during combat to combine items you have into a useful gadget, e.g.:
Then make a generic spell attack as your attack with the flaming bolt (maybe even on the same turn? The extra move is somewhat balanced by the fact that you now have to succeed on two rolls).
Another cool idea from DungeonWorld is the concept of adventuring gear which unlike DND is not a specific set of items, but more a bag that you can pull out any generic item (rope, spikes, poles, etc.) a fixed number of times (usually 5). That would be a very useful change for this class as well I'd think
I play, but I know nothing about invention wizards, sorry.
I followed the title in. Might be worth titling a bit more specifically.
Is this the latest UA iteration of the Artificer?
Regarding the proficiencies, I would look at Xanathar's for tool ideas and always consider what you'll be able to do with Fabricate
Tools are definitely geared more in the role play side of things. However they can be used to create and use some interesting stuff. Especially when combined with enchanting. The rules and descriptions of the tools are very vague intentionally as to leave plenty of room for interpretation
It is all going to depend on working with your DM, what they will allow, and what fits your character role play wise. A general goal is to create things that are interesting. But don't try to break the game. Actively trying to break the game or creating OP items will just piss your DM off and sour them to working with you or anyone else in the future on crafting.
As for ideas for tools Smith's tools, Alchemist Supplies, and Tinker's Tools are all viable options. As for ideas on what to make, maybe consider interesting little contraptions that your DM lets you or other players use to grant actual in game effects. Like a tactical vest that allows you to do something that would normally take an action to perform as a bonus action, Or maybe something like the "Deluminator" from Harry Potter which could allow you to create non magical darkness in an area around you. All the way up to something like weapons, for instance the "Diplomacy" from Critical Role. In one case I've heard of a campaign where someone mass produced 'guns' that fire fire bolts (it was essentially a modified wand of fire bolts that the user used thought to "pull the trigger") and armed a militia that they used to overthrow an empire.
The limit is simply your imagination and what the DM will allow.
I was looking at the magic items in the Dying Earth RPG (I'd rather not link to the bootleg PDF, but it's not that hard to find either) the other day as well, there's a lot of really interesting odd-ball items you might use as inspiration.
One of my favorites was a rod of location that, within a certain radius, unerringly points to the object, person or thing the creator wanted it to. The trick is that both the radius and the thing it's trying to locate are unknown (as they're generally very old devices and the creator is long gone). Outside of the radius it points in a random direction.
I don't but I'd love to. The closest I've gotten was dating a guy for a minute who promised to bring me along to a game but never did. I know there are meet ups and stuff but they're super intimidating to me.
I feel like I'd love the game but wouldn't really ever 'fit in' because I'm kind of a faux nerd. By that I mean I tend to be very into specific things in certain genres but I don't really ever let them cross over.
I dunno. It's hard to explain but I'd get labeled a casual for sure, and despite being very into certain things I cherry pick from different hobbies (like I love building halo cosplay armor but don't really care about the game and have played it like twice) 'casual' is an apt term I guess.
I think you're selling yourself short! It wouldn't work for every table, but I know personally I'd be super into a PC as a fashion-designer Bard hell bent on making the world look fabulous. My last character was a huckster who went around pretending to be a lawyer (in a world that didn't really have a formal rule of law), getting people to sign forged contracts, defrauding nobles, etc.
The important part is finding a good group / DM who are playing the game for the same reasons you want to (e.g., some groups are all about dungeon crawling and levelling, others about telling stories, etc.)
Lol, yea I like the character creation aspect for sure but I know enough to probably ride out my first few go arounds with a normal, well rounded character. It'd probably look like my typical 'first playthrough' rpg character, at least til I got my feet wet. What really intrigues me the most though are the creative ideas people end up deploying as work arounds in the game. So clever.
You might try finding a local game-shop that runs beginner games so you could try it out / meet some other people (that's how I first played), or even some RPG podcasts (Friends at the Table and the Adventure Zone are my personal favorites) to get your feet wet with the rules.
I agree, that's definitely what made me (while listening to the Adventure Zone) made me take the leap from: "these guys are funny and this is fun to listen to" to "I need to play this game, because the things they end up doing are ridiculous and fun"
I'll second the recommendation for The Adventure Zone. I was already a fan of D&D when I started listening, but it's a great podcast.
Hmm... Maybe I'll try to find a group. Real talk, are people who play generally nice to girls who never have... Or am I just going to feel dumber than everyone else there and they'll be annoyed by a newbie female?
I'll add to what arghdos is saying in that yeah, it's just your luck in who you end up playing with. Nowadays though, your odds are good. Tabletop RPGs generally spawn groups that are very inclusive - it's in the nature of the game as a coop experience.
If you'd like to play, check your local hobby shops and other geeky hangouts to see if they run games. If you see something called "Adventurers League" you're golden. It's D&D's official organised play. When you make a character at an AL table you can take it to any AL table, so even if you're unlucky and get a stinker of a group you can just move to another one. AL is usually very good with new players as well - they get a lot of them.
-LTADnD
Unfortunately I think that depends on who you play with, there are jerks and elitists in any hobby or game, and I know that it can particularly be worrying to play with some... well super-geeks without much in the way of social graces to put it politely, particularly so as a female.
But most of the people I've met are just regular people who like to have fun playing a cool game. D&D overall has become much more of a mainstream thing in the past few years, so I don't think you'll end up in the group you're worried about. In my experience, if you tell the DM other players straight up that you're a beginner, people generally don't have problem -- everyone I met as a newbie was encouraging and genuinely wanted to show me the ropes of the game. Particularly this is where beginner sessions at game-shops might be clutch.
I hope (if you decide to do it) you have the same experience, because D&D is a blast!
also /r/lfg is a good place to find a game near you
Me! I've only recently started playing though. I was first introduced to it from watching Achievement Hunter's campaign on YouTube (more entertainment less strict rules). This year my school started a DnD club and I joined as fast as possible and it's been really fun ever since!
I love DnD. Been running 2 games and playing in another for just shy of 2 years now. I hope we can get a dedicated....subtilde(?) for it up and running soon.
I'm new to all this, do we have an official name for this interest sections?
Good question. My hunch is that it'd live under ~games.tabletop.rpg.dnd and just be called ~dnd. We're still working through the question of how to put the hierarchy together. For now it's definitely ~games content until there's enough of it to justify spinning it off into a new community that'd be strong enough to live on its own.
The idea of to post on the big groups and apply tags. If a tag become quite persistent the community (or the admin themselves) create a dedicated sub-group for it.
There are other suggestion as well, you can look for the topics that talk about groups and give your opinions!
Not DnD anymore but I'm mastering a Hero Kids for my children now that they're old enough (6 and 13) and they are loving it.
To be honest, I wasn't expecting it and am pleasantly surprised to have found something that take them away from that damn tablet/phone.
I'm thinking about changing ruleset soon as hero kids is good for introducing mechanics to young player but become pretty limited very quickly.
No idea about the Invention Wizard sorry but it's a nice archetype definitely :)
Maybe next time use a better title!
If you're in need of a quick fix of RPG check out podcasts. There are several out there that are absolutely wonderful. My personal favourite is Dungeon and Randomness!
But jump right in the 2nd Arc, the first one, up until the 45th episodes more or less, it's very low quality stuff :P
Friends at the Table is my current favorite RPG podcast -- top notch storytelling
Awesome as I love the storytelling above listening to people says die rolls out loud :P
Is there a suggested entry point or I should start from Ep1?
See this chart -- the first season has some annoying audio issues (inconsistent volume, occasional weird delays) for about 5-10 episodes and is reasonably listenable (audio-wise) after that, and ends up in an awesome place story-wise. The first season has totally changed the way I approach DMing, exposing me to a lot of the amazing tools built into Dungeon World that set up dynamic storytelling, and Austin is a dynamite storyteller.
I just finished COUNTER/Weight and it was incredible, the story payoffs are huge; give it some time as they're not too comfortable with the system the start with (MechNoir) and switch to The Sprawl around 10 episodes in.
p.s., Dungeon World is a much simpler system than D&D, and might (though it would probably be a bit much for the 6-yo) be a good stepping stone to more complex games.
p.p.s., caveats aside FATT is amazing!
Oh yay!
I was worried that I'd join ~ and have nothing to talk about, but here is a DnD thread right on the front page :D
I'm in three games right now - a DM in one of them. I'm still rather new at DMing so it's kinda daunting.
I haven't seen that UA before, but it looks interesting. I agree with Arghdos that Tinkers Tools are probably a good fit. Alchemist's tools might be useful too.
There are a couple other tool sets that might be thematically relevant - namely Jeweller's or leatherworker's (for bookbinding) - but those might not come up beyond RP reasons.
-LTADnD
I've had a very hard time deciphering just what you can do with tinker's tools. I have a sorc in a campaign I'm DMing who I've been allowing to make very rudimentary traps/alarms when they're camping as long as he can explain to me the components he has on him and roughly how it meant to work. Unfortunately I feel like most tool proficiencies don't really shine naturally in the game.
Yeah tools are really a DM's ruling mechanic.
For Tinkers Tools there are examples of what can be made with them in the Gnome section:
Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter: The device produces a miniature flame, which you can use to light a Candle, torch, or campfire. Using the device requires your action.
Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
I just got back into a campaign after about 8 months of not playing. I'm playing a Tortle Fighter and taking advantage of that tasty natural armour 17 AC of a shell. Spec'd con and str and then whatever the one ability is that lets me yell at someone to take an attack action as a fighter. Haven't gotten to use it because our first session last week I wasn't close enough to anyone when fighting, but still had a great time taking shots for people and being a wall.
I had my first look 3 weeks back, unfortunately I had to work late that evening so had to sit and whach the other guys play. Holy damn that was confusing coming in mid way, next Friday is my first real game and I can't wait