ENDURANCE - A constitution skill, this allows you to push beyond normal limits and avoid negative repercussions such as exhaustion from certain causes. It is a slippery slops skill as players want to use anytime their PC might suffer a consequence for pushing themselves too hard, but that allows potential abuses.
I am normally opposed to 'wasting' a skill choice on Endurance.
But now that 5.24 has new rules for Exhaustion ... that DM doesnt need to feel guilty about enforcing ...
Maybe Exhaustion can be a routine − sometimes even fun − part of the game. So the Endurance skill that can (among other things) play around with the Exhaustion, might now be worthwhile having.
My "expanded skills" house rule includes four components: Bonus Skills, New Skills, Old Skills Subsuming Tools, and Perception Saves (I'm omitting the last one as it's least on topic, more contentious, and a whole other conversation).
Bonus Skills
Gain an extra number of additional languages or skills equal to your Intelligence modifier (a negative modifier is treated as a 0). Each class also grants an extra skill. At 4th, 8th, 12th, 16th, and 19th levels gain one additional language or skill of your choice.
This is cool. I want to see 'background' continue to develop at higher levels. I am also curious about how the Bastion system can relate to skill usage and development. Here the old school goals of build a Wizard Tower, Temple, Fortress, Thieves Guild, work well with the Bastion concept, and with application of skills.
New skills include:
- Alchemy (INT) alchemist’s supplies, poisoner’s kit, potion-brewing and lore, immortality lore.
I tend to use
Nature for too many different things.
I might add an
Alchemy skill drawing inspiration from European (hellenist) and Asian (daoist).
Alchemy also relates to the Five Elements (Ether, Fire, Air, Water, and Earth), and their respective planes. (I might treat Plant/botany, as if a kind of element, and in this case, the Material Plane is the plant realm, understood as a living amalgam of the other five Elements.) Additionally, Alchemy handles chemistry and physics, as well as earth sciences, like geology, and so on. I keep Medicine, but there is some overlap with Alchemy and Medicine beyond the quest for immortality.
I am now using
Arcana only for spellcasting, magic auras, and magic items. The planar knowledge will split off to other skills, but I am still working on that. I will definitely give knowledge about the Astral Plane, including Celestial and Fiend, plus Aberration, to the
Religion skill. In my head canon, the Astral Plane is a collective archetypal mindscape that cultures form within the Astral. Then Aberrations are a kind of 'Anti-Astral' Plane.
Alchemy gets the Elemental Planes, including Ethereal. I might give Fey and Shadow to a different a skill.
- Airways (WIS/DEX/INT) airships, navigator’s tools, aerial lore, weather, rope use
- Commerce (INT) appraising, coinage, art objects, gems, origin of items, trade, haggling
- Craft (INT/WIS) artisan’s tools (choose one)
- Dungeoneering (WIS/DEX/INT) caving, fungi, slimes, underground orienteering, dungeon lore
- Endurance (CON) diving, holding breath, feasting, running, forced march
- Folklore (WIS) “2 truths and a lie”, superstitions, know a little about a lot
- Gaming (INT/CHA) cards, dice, chess, gambling
- High Society (INT) bureaucracy, heraldry, law, politics, nobility lore
- Mechanics (INT) thieves’ tools, tinker’s tools, engineering, construction, locks, unfamiliar tech
- Roadways (WIS/DEX/INT) wagons/carriages, caravan lore, trade routes, rope use
- Riverways (WIS/DEX/INT) boating, river lore, fishing, rope use
- Sage Lore (INT) choose one: art, architecture, astronomy, botany, chemistry, geography, geology, mathematics, meteorology, music, oceanology, philosophy, sociology, zoology
- Seamanship (WIS/DEX/INT) ocean vessels, navigator’s tools, maritime lore, fishing, rope use
- Skullduggery (INT/CHA) forgery kit, smuggling, black markets, criminal lore
- Streetwise (CHA) gather info, city lore, evade
Splitting
Survival into
Airways,
Dungeoneering,
Roadways,
Riverways, and
Seamanship, (aka Seafare, Seafaring) sounds legit. At the same time, these traderoutes also relate to
Commerce, and may need coordination for what each skill is responsible. Maybe leave Survival strictly for wildernesses.
Skillduggery sounds fun, sounds useful. I guess both cops and robbers gain proficiency in it.
I notice
High Society (aka Decorum) is the counterpart.
Endurance sounds like it might be worth having after all. Eventually I will look more carefully at how the Exhaustion mechanic feels in play.
For
Sage Lore (Sagacity?), there is much overlap with other skills.
architecture → Mechanics (aka Engineering, Wrightcraf)
mathematics → Mechanics
art → Performance
astronomy → so far I have been using Survival, but might overlap with Nature and Alchemy.
oceanography → Nature, Seamanship
botony (I am leaning toward making Survival the 'botony' skill, relating to forest and wildernesses of various kinds)
chemistry → Alchemy
geography → maps? traderoutes? commerce?
meteorology → had been using Survival, might use Nature depending on what Nature is.
philosophy → Religion, in the sense of Astral Plane Planescape with different factions
sociology → History
zoology → Intelligence (Animal Handling)
Streetwise → I am happy with Persuasion to extract information
Craft, I love 5e artisan toolsets for crafting items
Gaming feels too narrow for a knowledge skill (might work as a toolset granting a player more than one game)
Folklore → I might need this for knowledgeability about Feywild and Shadowfell
Old skills that subsume tools (tool proficiencies are folded into skills):
- Deception includes using a disguise kit.
- Nature includes herbalism kit.
- Performance includes using musical instruments.
- Survival includes using navigator’s tools.
Yeah, that is what I have been doing too.
Note, I made Deception Intelligence (typically), in the sense of keen observation, extensive knowledgeability, and the ability to create a replica (in this case a disguise) that can fool experts. For a disguise, to pass as an anonymous person is just an Intelligence (Deception) check. But to impersonate a specific individual would be much more difficult, probably require an additional Charisma (Performance) check, and possibly other kinds of checks as well if the situations came up.