Skills:
Animal Handling - Remove it. Survival is enough. Maybe a bit of Nature for remembering how to deal with weird beasts
No. Tracking, foraging, and not dying of exposure have nothing to do with controlling/training/domestication of an animal... every farmer is not a ranger and vice versa
Medicine - Remove it. All medicine related checks to be covered by a Nature check. Nature encompasses knowledge about biology, botany, meteorology, etc. It is the natural philosophy or science lore.
Meh to no. Nature is already a ridiculously broad category. Medicine is sufficiently useful as is, doesn't really need to be merged.
Performance - Now grants proficiency in all musical instruments. A performance check was either an instrument check or a persuasion check anyway. The Bard extra tool proficiencies now give proficiency in Performance instead.
No. This also covers things like Poetry, Acting, general command of an audience and various bardy things that do not involve an instrument and that a diplomacy style face would not be adept at.
History/Religion - Meld these together. One informs the other anyway.
Hell to the no. On its face ridiculous.
Tools:
Herbalism Kit - Now doubles as a poisoner's kit
There has never really been a mechanical difference here, only fluff. The key distinction here is that a poisoner's kit is generally considered contraband. And that adds solid roleplay opportunity.
Gaming Set - Encompasses all games.
Meh, sure...
Feats:
Dual Wielder - Allow all characters to draw or stow 2 weapons at once if they want.
No.
GWM - Allow anyone to Cleave - It still uses the bonus action
No.
War Caster - Give Eldritch Knights the ability to perform somatic components with hands occupied by weapons/shield.
Yes for EKs. Implement/shield or implement/weapon for anyone proficient in both.
Problems with what I have changed?
Making the categories too broad hurts roleplay. It's ok for people to attempt checks for which they are not proficient.
Animal Handling - Remove it. Survival is enough. Maybe a bit of Nature for remembering how to deal with weird beasts
No. Tracking, foraging, and not dying of exposure have nothing to do with controlling/training/domestication of an animal... every farmer is not a ranger and vice versa
Medicine - Remove it. All medicine related checks to be covered by a Nature check. Nature encompasses knowledge about biology, botany, meteorology, etc. It is the natural philosophy or science lore.
Meh to no. Nature is already a ridiculously broad category. Medicine is sufficiently useful as is, doesn't really need to be merged.
Performance - Now grants proficiency in all musical instruments. A performance check was either an instrument check or a persuasion check anyway. The Bard extra tool proficiencies now give proficiency in Performance instead.
No. This also covers things like Poetry, Acting, general command of an audience and various bardy things that do not involve an instrument and that a diplomacy style face would not be adept at.
History/Religion - Meld these together. One informs the other anyway.
Hell to the no. On its face ridiculous.
Tools:
Herbalism Kit - Now doubles as a poisoner's kit
There has never really been a mechanical difference here, only fluff. The key distinction here is that a poisoner's kit is generally considered contraband. And that adds solid roleplay opportunity.
Gaming Set - Encompasses all games.
Meh, sure...
Feats:
Dual Wielder - Allow all characters to draw or stow 2 weapons at once if they want.
No.
GWM - Allow anyone to Cleave - It still uses the bonus action
No.
War Caster - Give Eldritch Knights the ability to perform somatic components with hands occupied by weapons/shield.
Yes for EKs. Implement/shield or implement/weapon for anyone proficient in both.
Problems with what I have changed?
Making the categories too broad hurts roleplay. It's ok for people to attempt checks for which they are not proficient.