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General Tabletop Discussion
*Dungeons & Dragons
Getting rid of bad skill proficiencies
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<blockquote data-quote="Charlaquin" data-source="post: 8128368" data-attributes="member: 6779196"><p>I like the idea of rolling some aspects of medicine into healer’s kit proficiency quite a lot. I also agree that Performance is a really superfluous skill, and am onboard with the suggestion of redistributing physical performances mostly into Acrobatics or perhaps occasionally Athletics, oration to Persuasion, and music to instrument proficiencies. I don’t agree with the idea of merging singing in with musical instrument proficiencies, but if there’s a better alternative, it isn’t obvious to me. Expanding the scope of History makes sense.</p><p></p><p>I understand where you’re coming from with wanting to merge Nature with Survival, but I think they really do represent very distinct things - Nature is a knowledge skill, whereas Survival is much more of a practical “do stuff” skill. I do agree that the distinction is not made clear enough in the text, but I don’t think merging the two is the right solution. Rather, I would bring back the idea of knowledge as a particular category of proficiency, which Arcana, History, Medicine, Nature, and Religion would all belong. I would redistribute Animal Handling, with knowledge about animals going to Knowledge (Nature), riding animals going to Acrobatics, and interacting with animals getting subsumed into the other social skills (seriously, if Persuasion/Intimidation/Perception works the same on everything from humans to beholders, why on earth do you need a completely different social skill for interacting with animals?)</p><p></p><p>I strongly dislike the idea of merging Thieves’ Tools into Sleight of Hand. Sleight of Hand is already pretty much a catch-all skill for any task involving manual dexterity (a consequence of the Dexterity ability gradually expanding to encompass all forms of agility). We don’t need to compound that even further by rolling lock picking and trap disarming into Sleight of Hand too. I think having Thieves’ Tools be a separate tool proficiency is also very useful, as it enables DMs to gate attempting to pick locks behind that proficiency. Sure, you may have very steady, nimble hands, but you can’t pick a lock without the proper tools and the training to use them. As it should be, locksmithy is a very specialized and tool-dependent skill.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8128368, member: 6779196"] I like the idea of rolling some aspects of medicine into healer’s kit proficiency quite a lot. I also agree that Performance is a really superfluous skill, and am onboard with the suggestion of redistributing physical performances mostly into Acrobatics or perhaps occasionally Athletics, oration to Persuasion, and music to instrument proficiencies. I don’t agree with the idea of merging singing in with musical instrument proficiencies, but if there’s a better alternative, it isn’t obvious to me. Expanding the scope of History makes sense. I understand where you’re coming from with wanting to merge Nature with Survival, but I think they really do represent very distinct things - Nature is a knowledge skill, whereas Survival is much more of a practical “do stuff” skill. I do agree that the distinction is not made clear enough in the text, but I don’t think merging the two is the right solution. Rather, I would bring back the idea of knowledge as a particular category of proficiency, which Arcana, History, Medicine, Nature, and Religion would all belong. I would redistribute Animal Handling, with knowledge about animals going to Knowledge (Nature), riding animals going to Acrobatics, and interacting with animals getting subsumed into the other social skills (seriously, if Persuasion/Intimidation/Perception works the same on everything from humans to beholders, why on earth do you need a completely different social skill for interacting with animals?) I strongly dislike the idea of merging Thieves’ Tools into Sleight of Hand. Sleight of Hand is already pretty much a catch-all skill for any task involving manual dexterity (a consequence of the Dexterity ability gradually expanding to encompass all forms of agility). We don’t need to compound that even further by rolling lock picking and trap disarming into Sleight of Hand too. I think having Thieves’ Tools be a separate tool proficiency is also very useful, as it enables DMs to gate attempting to pick locks behind that proficiency. Sure, you may have very steady, nimble hands, but you can’t pick a lock without the proper tools and the training to use them. As it should be, locksmithy is a very specialized and tool-dependent skill. [/QUOTE]
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