the Jester
Legend
So, there's no rule really, just ad-hoc making it up?
Sounds like a monumental U-turn in game design compared to actually having a skill system that could handle things players wanted to do, instead of relying on arbitrary DM fiat for everything. I thought D&D had evolved beyond that.
You're asking for a return to Many Fiddly Bits. Those Many Fiddly Bits, which really came into their own in 3e and 4e, didn't actually do much to improve the game compared to the cost of keeping track of those Many Bits.
Let me ask you- what rule do you actually need to adjudiate whether a soldier knows how to stand at attention or march in a parade? Can't you just assume that, yes, soldiers know that kind of thing?
5e is absolutely a game that puts rulings over rules in its design. I think this is a good thing, but I acknowledge that it's a matter of taste. But I have to say, I've been running D&D since 1981, and I can't recall one time ever where detailed profession rules (more detailed than "you can make x amount of money in y days") have ever come up in my game, unless you count the one time we used the rules for smelting ore in the 1e Dungeoneer's Survival Guide. Nor can I think of one time when I thought, "Gosh, I wish I had more rules detailing how to use this profession!" Which isn't to say it can't happen; I just think that, even if it takes only a few lines of text, that design space would be better used on more equipment, another feat or spell, more details on languages, rules for illiteracy, etc.