D&D (2024) 5e 2024 Skills

I’ve expanded some skills to reduce the broadly over represented Dexterity and Wisdom.

Investigation, for example, is manually searching around (eg for traps, secret doors, hidden compartments). Perception is more “awareness”, searching for things without touching and manipulating objects (eg notice hiding antagonists, following sounds to their sources etc).

I’m also firm about Athletics not being interchangeable with Acrobatics: Strength focused characters are often at a disadvantage compared to Dex ones.
 

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On the issue of Dexterity jumping and climbing. D&D pressures high-Strength characters to dump Dexterity and wear heavy armor for the AC. Heh, I would rather not see characters in full plate armor and other Heavy Armors be the ONLY characters that are actually agile, jumping and climbing, with with large shields in hand! It needs to be the armorless high-Dexterity characters who are typically doing agile stuff. Heh, I dont think I have ever said this in my life, but, mechanical balance be ignored. The flavor and defacto gameplay requires Athletics to be with Reflex, balance, to make actual agility possible.
 

Dexterity requires a serious redesign in order for the abilities to be equally useful. Until that happens, giving a minor perk like Athletics to Dexterity is negligible.
Agree with the first sentence, quibble with the second sentence - athletics is not a minor skill.
Athleticism and balance are inseparable aspects of gross motor skills. Splitting them up is wrong and ignorant.
For all balancing feats - shaking boat, running on ice, tight-rope walking I use the acrobatics skill ONLY.
I do not equate Athletics to Acrobatics. One can make that over-simplification for their game - absolutely fine, I do not however.

I have subskills for each skill - a little bit like Level Up and VtM.
For Tumbling - if you're trying to avoid something I'd use Dex, if it is more related to a feat of Strength I will allow the use of Str.
And Tumbling for me falls under Acrobatics.
Athletics is Climbing, Lifting, Running, Swimming...etc
 

I’ve expanded some skills to reduce the broadly over represented Dexterity and Wisdom.

Investigation, for example, is manually searching around (eg for traps, secret doors, hidden compartments). Perception is more “awareness”, searching for things without touching and manipulating objects (eg notice hiding antagonists, following sounds to their sources etc).

I’m also firm about Athletics not being interchangeable with Acrobatics: Strength focused characters are often at a disadvantage compared to Dex ones.
There is alot to be gained by giving Perception to Intelligence, instead of Wisdom. Wisdom be comes the sanity and willpower concept, more clearly. Intelligence becomes both observant as well as knowledgeable. Also, take Initiative away from Dexterity and give it too Intelligence. While the three mental abilities still need oomph for combat balance, at least the perceptive Intelligence allows the three mental abilities to be more balanced with each other. A high-Intelligence Fighter concept becomes more forgivable, so as to guard against Stealth and respond quickly to signs of danger.
 

Agree with the first sentence, quibble with the second sentence - athletics is not a minor skill.

For all balancing feats - shaking boat, running on ice, tight-rope walking I use the acrobatics skill ONLY.
I do not equate Athletics to Acrobatics. One can make that over-simplification for their game - absolutely fine, I do not however.

I have subskills for each skill - a little bit like Level Up and VtM.
For Tumbling - if you're trying to avoid something I'd use Dex, if it is more related to a feat of Strength I will allow the use of Str.
Skateboard and bicycling Balance and Jumping. Inseparable. Balance is the foundation of all body athleticism, starting with an infant learning to keep ones head of the ground and in the air, then crawling, walking, running, jumping, climbing, etcetera. These cannot separate from each other. The "gymnastic" character concept needs to be normal, easier, and more effective in D&D, for so many reasons.

Heh.
Gross-Motor-Skills-Examples-3652702413.png
 


DECORUM - Politics, business, and other skills are aggregated here. Generally used with intelligence. It is about knowing what to do in the world of social rules - and reduces the catchall size of persuasion.
Oh, I really like this word. In the past I've always defaulted to 'Etiquette' or 'High Society' or 'Nobility' when I wanted to include a skill regarding dealing with the upper class, but never really liked any of the choices I used. But 'Decorum' is a fantastic word for that. I will keep it in mind, thank you!
 

The real issue I've always had with the 5E skill system is that they originally made an interesting choice by moving a whole bunch of the lesser-used potential skill actions and turned them into Tool Proficiencies and Musical Instrument Proficiencies, and gave characters a handful of them in addition to their normal allotment of skills. But then they screwed it up by creating skills that did the same thing that the Tools and Instruments should have been covering, thereby rending the Tool/Instrument system redundant.

If you are going to have Medicine as a skill you don't need proficiency in a Healer's Kit (or vice versa). If you are going to have Musical Instrument proficiencies, you shouldn't have Performance as a skill. Have the system use Survival OR Herbalism and Poisoner Kits. Deception OR Disguise Kits / Forgery Kits.

I mean they went through all the effort to NOT include Thievery as a skill this time and instead move it over specifically to Thieve's Tools proficiency... but the designers should have gone further in that direction if they were going to really make Tools and Instruments a meaningful thing. Cause right now they have to go through all the effort of making up new rules about "If you have both then you get proficiency AND Advantage' for no other reason that they realized that they made mistake by doubling up on things.

It also doesn't help that they gave out proficiencies in these kits and tools and thus made people think they were meant to be important, but never actually made game mechanics attributable to those kits and tools. All these items are really just narrative conceits-- "Your PC knows about poisons!"-- but there are no crafting systems in the game that actually allow you to make use of them and make it more worthwhile for a PC to "build it themselves" rather than just buy/get what they need. Like a PC can be proficient in 'Smithing Tools', but are there any systems in the game involving weapon and armor degradation that would ask for and require someone with Smithing Tools to make an actual check to fix or repair them? Nope. So its only actual use of this Tool proficiency is when the story takes the character to a blacksmith shop and we want to roleplay the PC 'talking shop' with the blacksmith or spend X amount of time making their own weapons or armor. But when the PC can just buy said weapons and armor instead and there's no crafting system in the game to make it actually worthwhile for the character to do it themselves... that Tool proficiency is mainly a waste. At the end of the day... the player just selecting an artisan Background or even just saying in their character backstory 'I was a former blacksmith" might as well be all you need to get the same exact thing than the game designers bothering to create the Tool proficiency system in the first place.
 

Other of ideas caught my attention.
Always applies to every campaign:
Acrobatics is removed. Use Dexterity (Athletics) instead.
Sleight of Hand is removed. Use Dexterity (Deception) instead.
Animal Handling is removed. Use Wisdom (Nature) instead.
Intimidation is removed. Use Strength (Persuasion) instead.
Medicine is removed. Use Survival for any necessary checks instead.
Performance is removed. Use Persuasion instead.
Perception applies only to finding living creatures that are hiding.
Investigation applies to finding hidden inanimate objects-- secret doors, traps, hidden objects.
Mechanics added to skill list. Skill used for engineering information and as a replacement for Thieve's Tools.

Then for specific campaigns I have included various combinations of the following skills:
Warfare. Any actions, information and lore related to military action.
Nautics. Any actions, information and lore related to naval and ship action and the sea.
Dungeoneering. Any actions, information and lore related to the underground, Underdark, and dungeon crawling.
Commerce. Any actions, information and lore related to appraisal, trade, haggling, and all financial work.
Politics. Any actions, information and lore related to law and the political arena.
Definitely delete Acrobatics!

You mention interesting uses of skills. I am comparing notes.

I get much use out of the Sleight skill. The word 'sleight' (not to be confused with 'slight'), literally means 'slyness', but only refers to extraordinary use of manual dexterity. I use Sleight to pick locks, and being proficient in both Sleight and Thieves toolset grants advantage to checks. But Sleight is also for any kind of manual dexterity check, including piloting a spaceship (as that sometimes does happen in D&D). Sometimes for (Celtic) flavor reasons, I require alchemy or ceremonial magic to use ingredients extremely precisely, and require a Dexterity (Sleight) check to determine success. Anything hands can do, Sleight can do better.

Animal Handling. I started using it for 'zoology' checks. But just call the skill 'Animals' so the name can fit, heh, when writing it in the character sheet. I am also wondering if the 'handling' part should be a Charisma (Animals) check, in the sense of social skills with animals.

Maybe it is better to remove Intimidation. Currently, I am trying to make it work by making it responsible for keeping morale in ones group, when facing danger. Essentially, Intimidate is the 'courage' and 'confidence' skill. I am still trying to finetune the morale mechanics, generally a Wisdom save when a team member gets bloodied or downed. It occurred to me, in the sense of saves versus Fear and Insanity, give Intimidation, morale, and fearlessness in general to Wisdom.

I normally give Insight to Charisma as part of people skills. But sanity requires self-insight, which still makes sense as a Wisdom (Insight) check to discern if oneself is being sane. Insight is my go-to skill for psychology and psionics, normally Charisma, but other abilities are situationally possible.

In gameplay, I tend to use Charisma (History) for 'politics' and 'politicking'. History is my go-to for social sciences. For example, I use History to decipher a language. I use Insight for personal psychology. Together these two skills are the human sciences.

Commerce. I have been using the skills relating to the specific items and services, for marketplace stuff. But yeah, commerce might deserve its own skill, especially when trade and markets can be central themes in some urban settings.

I use Medicine for anatomy and all kinds biological science, especially for Humanoids. I also use Medicine for skill checks to create and use poison effectively.

I just recently deleted Perception. I make Intelligence handle ALL perception checks. The skill depends on what the character is trying to perceive. If trying to identify the scent of a potion, the perception check is Intelligence (Arcana). If trying to find a secret door, the perception check was Intelligence (Nature), but will now be Intelligence (Wrightcraft). To find a hidden person, I use Intelligence (Stealth). People who know how to be stealthy are also better trained to know what to look for when others are being stealthy.

Investigation has evolved into my check for all things 'reasoning', 'intuiting', 'piecing clues together', 'researching in a library', figuring out by trial and error an alien technology. Sometimes Investigation is the 'DM gives a hint' check. I dont use it for any particular subject matter. It is more like an Athletics check of the mindscape.

Mechanics, yeah. That is a skill that feels missing from the official skills list. I was using Nature for it in the sense the physical sciences. But I am using Nature for too many unrelated things, including ecology, elemental alchemy, Feywild, Ethereal Plane, and animism generally. For the Mechanics skill, I plan on using the name 'Wrightcraft'. Simple lockpicking is more about precise hand movements. But any kind of complex 'mechanical apperatus' would be Mechanics. Maybe even Dexterity (Mechanics), albeit Mechanics typically employs Intelligence.

Warfare skill is a good idea. I have been using History, but military history probably merits its own skill and has combat implications.

Nautics. I have been using Survival for nautics and dungeoneering, in the sense of wilderness and navigation. But I am reconsidering it.


I want to mention, I treat mounts (!) as if a toolset. So a person who is expert in all things 'Horse', has this species as a mount proficiency (= tool proficiency). A person of the elven High culture might have 'Griffon' as a mount proficiency. Similarly for vehicles. Some Norsesque characters have a longship (including similar boats) as a vehicle proficiency (= tool proficiency).
 

If you are going to have Medicine as a skill you don't need proficiency in a Healer's Kit (or vice versa). If you are going to have Musical Instrument proficiencies, you shouldn't have Performance as a skill. Have the system use Survival OR Herbalism and Poisoner Kits. Deception OR Disguise Kits / Forgery Kits.
Having proficiencies in both Medicine skill and Herbalism toolset grants Advantage to the skill checks. This skill-tool reinforcement is a great way to describe a character specializing in a field.

Generally, I treat the skill proficiency as 'wide knowledge' as part of a wider area of knowledgeability. The tool proficency is 'deep knowledge' being ultra specialized and knowing all kinds of almost random stuff that happens to relate to that very specific kind of tool, such as where it is made, what mines its metal comes from, which cultures use it.


I mean they went through all the effort to NOT include Thievery as a skill this time and instead move it over specifically to Thieve's Tools proficiency... but the designers should have gone further in that direction if they were going to really make Tools and Instruments a meaningful thing. Cause right now they have to go through all the effort of making up new rules about "If you have both then you get proficiency AND Advantage' for no other reason that they realized that they made mistake by doubling up on things.
I use Thieves toolset and Sleight for the profiency Advantage.


It also doesn't help that they gave out proficiencies in these kits and tools and thus made people think they were meant to be important, but never actually made game mechanics attributable to those kits and tools. All these items are really just narrative conceits-- "Your PC knows about poisons!"-- but there are no crafting systems in the game that actually allow you to make use of them and make it more worthwhile for a PC to "build it themselves" rather than just buy/get what they need. Like a PC can be proficient in 'Smithing Tools', but are there any systems in the game involving weapon and armor degradation that would ask for and require someone with Smithing Tools to make an actual check to fix or repair them? Nope.
Fair. In gameplay, armor and weapons normally dont mechanically require repair.

However, in my settings, magic items cannot be bought and sold (because the items transmit the intention of the mind that created them). So, I strongly encourage players to create and modify their own magic items. Skill and tool checks are an important part of this procedure.
 

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