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Where is the point of medicine as a skill?
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<blockquote data-quote="SilverfireSage" data-source="post: 6380841" data-attributes="member: 6778313"><p>You're missing my point as well. I'm talking about the 3 tentpoles of 5e, namely, Combat, Exploration and Roleplaying (perhaps not in those specific words). Many of the rules and character options in this edition focus on only one of those, and skills typically do not even touch combat. All of the skills are situational, and many of them will not get used in an entire campaign if the characters don't want to. Yet, if a character decides that he wants his character to be like Kaladin from the Stormlight Archives (a surgeon/fighter for those that don't know) medicine would be an excellent thing to pick purely for the roleplaying purposes. Perhaps they are constantly trying to diagnose everyone they meet, are hypochondriacs who can't help but feel sick all the time, or germaphobes who see disease everywhere and always try to scrub it out. </p><p></p><p>Why stop at medicine to critique? There are so many other skills that are much more situational. Apart from someone with a horse or a druid, who is going to use Animal Handling? Why would a fighter ever pick performance? How useful would a high acrobatics check be if you never see ice/tightropes/ships?</p><p></p><p>But as with medicine, all of these have use that the players can find if they want to, simply by asking the DM. Sure, they might not have specific, hard coded uses for absolutely everything, but the point of the skill system isn't to make the best, most badass character ever. It's to make the character that you want to play, the one that you find interesting. I have a battlemaster fighter that chose proficiency in wood carver tools and cook's tools because in his downtime he uses those things to better himself like a classic samurai. Am I ever going to use those specifically? Likely not often, but the point of it was to make a character that felt real and alive, rather than a weapon that I use to bash fake monster's heads in.</p></blockquote><p></p>
[QUOTE="SilverfireSage, post: 6380841, member: 6778313"] You're missing my point as well. I'm talking about the 3 tentpoles of 5e, namely, Combat, Exploration and Roleplaying (perhaps not in those specific words). Many of the rules and character options in this edition focus on only one of those, and skills typically do not even touch combat. All of the skills are situational, and many of them will not get used in an entire campaign if the characters don't want to. Yet, if a character decides that he wants his character to be like Kaladin from the Stormlight Archives (a surgeon/fighter for those that don't know) medicine would be an excellent thing to pick purely for the roleplaying purposes. Perhaps they are constantly trying to diagnose everyone they meet, are hypochondriacs who can't help but feel sick all the time, or germaphobes who see disease everywhere and always try to scrub it out. Why stop at medicine to critique? There are so many other skills that are much more situational. Apart from someone with a horse or a druid, who is going to use Animal Handling? Why would a fighter ever pick performance? How useful would a high acrobatics check be if you never see ice/tightropes/ships? But as with medicine, all of these have use that the players can find if they want to, simply by asking the DM. Sure, they might not have specific, hard coded uses for absolutely everything, but the point of the skill system isn't to make the best, most badass character ever. It's to make the character that you want to play, the one that you find interesting. I have a battlemaster fighter that chose proficiency in wood carver tools and cook's tools because in his downtime he uses those things to better himself like a classic samurai. Am I ever going to use those specifically? Likely not often, but the point of it was to make a character that felt real and alive, rather than a weapon that I use to bash fake monster's heads in. [/QUOTE]
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