Giltonio_Santos
Hero
How do you handle overlapping skill sets?
If I believe two skills would help a player in a given situation, I just let he/she roll one of them with advantage.
How do you handle overlapping skill sets?
No. I generally just call for one of the six ability checks. The players can then claim which of their proficiencies might apply based on what they described they wanted to do. I agree by default under the assumption the player is acting in good faith.
When you run into a situation where a couple of different skills could apply to resolving a task, then that could be a sign the player's action declaration lacked reasonable specificity. In a case like this, I would likely ask the player to be more specific about the character's goal and approach. You can the imagine the smart play is to then add description appropriate to the skill with the highest bonus, if there is one that outstrips another.
I'd never allow stacking like that.
If something is related to various skills, what the players says he wants to do determines what roll is used.
Magic relic example:
A)
DM: "Your find a weird object, seems like a relic."
Player: "I wanna check if I have read about that object before."
DM: "Roll History."
B)
DM: "Your find a weird object, seems like a relic."
Player: "I want to take a closer look at it, trying to figure out its function."
DM: "Roll Investigation."
C)
DM: "Your find a weird object, seems like a relic."
Player: "I want to check if it's magical."
DM: "Roll Arcana."
The result will also strongly depend on what roll was used. A successful history check will let me tell the player a bit on the history of the item and where he heard for. A successful investigation does reveal nothing about the items history, but will still disclose its function. A successful arcana check will probably just make me tell the player whether he thinks it's magical or not (whatever the truth is).
Distinction is the byproduct of separation.
Normally, your proficiency in a skill applies only to a specific kind of ability check. I don't assume that variant rules are in play, and I disagree that Acrobatics and Athletics model similar effort.
It's the outcome of his practice.
I'm merely presenting the rules.
Calling for an Intelligence (Medicine) check is a variant approach, but it remains my contention that knowledge of anatomy, forensics, and medical examination are not the purview of the Medicine skill.
On the contrary, the healer's kit and its application only further my claim that Wisdom (Medicine) has only a palliative function (i.e. non-curative). — Take a closer look at the healer's kit. It does not provide any healing, it merely assists with the stabilization of a dying creature.
In 5th Edition, healing is the byproduct of rest and magic.
They are synonymous terms.That's one way to get to distinction, but not the only way.
Call me strange.It reads as if you are assuming that variant rules are not in play, which is very different than not assuming that they are. And it's especially strange, given that the entire premise of the OP is that rules variants are being solicited.
I said, "Combining bonuses actually gives you fewer rolls." I understood the OP to be exploring options and moved to offer a word of caution.No it isn't. The OP advocates using the best of two rolls for knowledge checks, which does not break bounded accuracy. Stacking bonuses does, especially if expertise gets involved.
Just wishing to be helpful.Plus your interpretation of them. For which, thanks, I guess? I mean, the OP pretty clearly wasn't satisfied with the implementation of those rules, but, okay. I guess providing them here means no one has to look them up.
It is not my intention to be argumentative, and I have no wish for you to concede anything.I will concede the point IF one assumes that the rules define the setting, rather than (incompletely) describe (or, really, just resolve uncertainties within) it. I really don't think that assumption is implied in the RAW (one could argue that they are deliberately ambiguous on the point) and I certainly wouldn't want to run it that way, but it's certainly not going to hurt anything if others do.
They are synonymous terms.
Call me strange.
I said, "Combining bonuses actually gives you fewer rolls." I understood the OP to be exploring options and moved to offer a word of caution.
Just wishing to be helpful.
It is not my intention to be argumentative, and I have no wish for you to concede anything.
With minor exception, I find the rules to be succinct, clear, and usefully simplistic. Perhaps I misunderstood something along the way, but my contributions here have been an effort to drive understanding of the basic rules before we proceed with variants, home rules, and alternate approaches.
Thank you for the kind words!At least I know who to turn to if I'm looking for a detail-oriented reading of the RAW and a clear-headed interpretation of its implications.
I kind of agree with the first paragraph, but the bold part is total nonsense. Well... not total, because you say "could." Sure, it "could" be a sign of that... but I don't think there's much reason to think that's the most likely thing going on.
This assumption presupposes that all action declarations need to be within the precise realm of specificity that the listed D&D skills represent... no less specific, and no more specific.
This is wrong for several reasons. The simplest reason is because D&D doesn't even have internal consistency about how specific their skills are. The skill selection is just an arbitrary list that sounded good to the game designers, and works pretty well. There's clear logical overlaps already. So it's inconsistent and unprincipled on the face of things.