Because of backgrounds, 5e classes will have access to more skill types overall than in 3e or 4e. A fighter with perception, or a cleric with sleight of hand is a lot easier to do.
And that openness opens the door for comparison. What skills are generally the best ones to get all else being equal?
So I am going to put my initial rating below...with the caveat that this is for a "NORMAL DND Game". For example, there could always be a game where Animal Handling is the most important skill of all time. But I would wager that is not the case in standard dnd play.
So our ratings:
A - I want I want I want! (Generally all players will be rolling this skill often in a standard game)
B - Solidly useful (Most players will have to roll this skill here or there)
C - Good thing to have, but I could take it or leave it. (Some players will roll this skill a lot, others not so much)
D - Eh...once in a while (Maybe this skill used a few times in a game. DM intentionally "highlights" it to make it feel useful).
F - Wait..that's a skill? (DMs wouldn't even think to use this skill unless there was a character specifically trying to make the skill work)
Acrobatics - C
Animal Handling - F
Arcana - C
Athletics - C
Deception - C
History - C
Insight - A
Intimidation - C
Investigation - D
Medicine - C
Nature - D
Perception - A+
Performance - F
Persuasion - B
Religion - C
Sleight of Hand - C
Stealth - B
Survival - C
The Physical Skills: Acrobatics/Athletics
Acrobatics - C: I think this generally useful to have and it comes up even for clerics and mages once in a while. Most commonly used for defense against special tactics (like shove).
Athletics - C: Climbing is a common stable of many games that forces the entire party to climb. Further, it lets you act on offense with manuevers (like shove) and as defense against said maneuvers. A lot of benefits rolled into this skill.
The Social Skills: Deception/Persuasion/Performance/Intimidation/Insight
Deception - C: Its one of those skills that some characters will use all of the time, but others will rarely use. Still, its never a bad thing to be able to bluff when the time is right.
Persuasion - B: THE social skill. Generally if you are talking you want this skill. With this one skill you can turn the stoic fighter into a nobleman.
Performance - F: Unless your a bard, you will probably never have this skill, and you won't miss it a bit. I would wager most DMs would never ask for this skill roll unless they had a player in the game with the skill and they were trying to make it useful.
Intimidation - C: Technically can do the same thing persuasion does, but it has such a negative connotation (and often consequences) that I generally find it is less used than persuasion.
Insight - A: Also known of "Social Perception". DMs love lying NPCs...so it is common for all party members to make insight rolls. This is one skill you just can't avoid in most games, you are going to be making them.
The Knowledge Skills: Arcana / History / Nature / Religion
Arcana - C: Magic comes up a lot in most games. Being able to understand magic and magical creatures is useful for everyone.
History - C: This is assuming this skill gets 4e treatment. 4e's history skill was very useful and covered a wide range of good topics. Probably the closest skill to "bardic lore" in the base game.
Nature - D: The fact that there is a survival skill that would cover a lot of these, and I find it doesn't come up nearly as often as other knowledge skills in most games.
Religion - C: Knowledge of Undead almost always comes up in standard dnd, and knowing the gods has its own perks.
"Black Ops" Skills: Sleight of Hand / Stealth
Sleight of Hand - C: Thieving is fun! And useful! Even non thieves tend to need to grab something unnoticed once in a while.
Stealth - B: No matter what type of group you have...at some point the whole party is likely going to be make stealth rolls.
The Rest: Animal Handling / Perception / Investigation / Medicine / Survival
Animal Handling - F: Unless you have a druid in the party, or the "animal whisperer" archetype...chances are good this skill will never see the light of day in many campaigns.
Perception - A+: Long live the king! I would wager since skills started being used...if you were to tally up all the skill checks all characters have ever made...perception (or notice) would be right at the top of the list. Standard Dnd games have dungeon searches and monster ambushes....perception is a stable of the adventuring life. Very very few characters will make it through their careers without a bucket of perception checks made.
Investigation - D: The red-headed stepchild of perception. A lot of DMs just use perception...and if investigation did not exist in the game no one would notice (because they would be using "notice"!)
Medicine - C: Doesn't come up too often, but you never know when a character will need to save his buddy, so this skill is good for that.
Survival - C: Probably the "actual" nature skill for many parties. Comes up a decent amount for wilderness treks, and one that commonly a whole party will be making.
So how about your list?
And that openness opens the door for comparison. What skills are generally the best ones to get all else being equal?
So I am going to put my initial rating below...with the caveat that this is for a "NORMAL DND Game". For example, there could always be a game where Animal Handling is the most important skill of all time. But I would wager that is not the case in standard dnd play.
So our ratings:
A - I want I want I want! (Generally all players will be rolling this skill often in a standard game)
B - Solidly useful (Most players will have to roll this skill here or there)
C - Good thing to have, but I could take it or leave it. (Some players will roll this skill a lot, others not so much)
D - Eh...once in a while (Maybe this skill used a few times in a game. DM intentionally "highlights" it to make it feel useful).
F - Wait..that's a skill? (DMs wouldn't even think to use this skill unless there was a character specifically trying to make the skill work)
Acrobatics - C
Animal Handling - F
Arcana - C
Athletics - C
Deception - C
History - C
Insight - A
Intimidation - C
Investigation - D
Medicine - C
Nature - D
Perception - A+
Performance - F
Persuasion - B
Religion - C
Sleight of Hand - C
Stealth - B
Survival - C
The Physical Skills: Acrobatics/Athletics
Acrobatics - C: I think this generally useful to have and it comes up even for clerics and mages once in a while. Most commonly used for defense against special tactics (like shove).
Athletics - C: Climbing is a common stable of many games that forces the entire party to climb. Further, it lets you act on offense with manuevers (like shove) and as defense against said maneuvers. A lot of benefits rolled into this skill.
The Social Skills: Deception/Persuasion/Performance/Intimidation/Insight
Deception - C: Its one of those skills that some characters will use all of the time, but others will rarely use. Still, its never a bad thing to be able to bluff when the time is right.
Persuasion - B: THE social skill. Generally if you are talking you want this skill. With this one skill you can turn the stoic fighter into a nobleman.
Performance - F: Unless your a bard, you will probably never have this skill, and you won't miss it a bit. I would wager most DMs would never ask for this skill roll unless they had a player in the game with the skill and they were trying to make it useful.
Intimidation - C: Technically can do the same thing persuasion does, but it has such a negative connotation (and often consequences) that I generally find it is less used than persuasion.
Insight - A: Also known of "Social Perception". DMs love lying NPCs...so it is common for all party members to make insight rolls. This is one skill you just can't avoid in most games, you are going to be making them.
The Knowledge Skills: Arcana / History / Nature / Religion
Arcana - C: Magic comes up a lot in most games. Being able to understand magic and magical creatures is useful for everyone.
History - C: This is assuming this skill gets 4e treatment. 4e's history skill was very useful and covered a wide range of good topics. Probably the closest skill to "bardic lore" in the base game.
Nature - D: The fact that there is a survival skill that would cover a lot of these, and I find it doesn't come up nearly as often as other knowledge skills in most games.
Religion - C: Knowledge of Undead almost always comes up in standard dnd, and knowing the gods has its own perks.
"Black Ops" Skills: Sleight of Hand / Stealth
Sleight of Hand - C: Thieving is fun! And useful! Even non thieves tend to need to grab something unnoticed once in a while.
Stealth - B: No matter what type of group you have...at some point the whole party is likely going to be make stealth rolls.
The Rest: Animal Handling / Perception / Investigation / Medicine / Survival
Animal Handling - F: Unless you have a druid in the party, or the "animal whisperer" archetype...chances are good this skill will never see the light of day in many campaigns.
Perception - A+: Long live the king! I would wager since skills started being used...if you were to tally up all the skill checks all characters have ever made...perception (or notice) would be right at the top of the list. Standard Dnd games have dungeon searches and monster ambushes....perception is a stable of the adventuring life. Very very few characters will make it through their careers without a bucket of perception checks made.
Investigation - D: The red-headed stepchild of perception. A lot of DMs just use perception...and if investigation did not exist in the game no one would notice (because they would be using "notice"!)
Medicine - C: Doesn't come up too often, but you never know when a character will need to save his buddy, so this skill is good for that.
Survival - C: Probably the "actual" nature skill for many parties. Comes up a decent amount for wilderness treks, and one that commonly a whole party will be making.
So how about your list?
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