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<blockquote data-quote="Shiroiken" data-source="post: 8185711" data-attributes="member: 6775477"><p>Most skills come up with similar frequencies, depending on the campaign and/or adventure. Social games obviously have more Persuasion, Deception and Insight (our group doesn't like intimidation much). Travel sessions use Survival and Athletics a lot, with some Acrobatics. Standard dungeons use Investigation a lot, because I use that for detecting traps and secret doors. Most sessions have some knowledge checks, but never a lot unless it's a mystery adventure, which is rare. The only things I see overused is Stealth and Perception, and for pretty much the opposite reasons: Stealth to gain surprise and Perception to avoid it. Persuasion is a bit above everything else, making it something of note.</p><p></p><p>While I have an issue with the overuse of Stealth and Perception, my real issue is with the "worthless" skills that pretty much never see play: Animal Handling, Medicine, and Performance. Animal Handling can be used to placate beasts, either in an encounter to control a mount/pack animal, but PCs usually just kill the beast and don't use mounts/pack animals much. Medicine is completely worthless thanks to Healer's Kit, Poisoner's Kit, and Herbalist's Kit, which can all provide the same use. Performance is similar to Medicine, as there are a ton of musical instruments that provide the same benefit. The tools option in XGtE helps but not enough for most players to bother taking the skills (which are more valuable than tools). The only one I've "fixed" is medicine by removing the Healer's Kit ability to stabilize automacally, and instead use it as a required item to avoid disadvantage (still doesn't make it great, as magic healing is pretty plentiful after a few levels).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8185711, member: 6775477"] Most skills come up with similar frequencies, depending on the campaign and/or adventure. Social games obviously have more Persuasion, Deception and Insight (our group doesn't like intimidation much). Travel sessions use Survival and Athletics a lot, with some Acrobatics. Standard dungeons use Investigation a lot, because I use that for detecting traps and secret doors. Most sessions have some knowledge checks, but never a lot unless it's a mystery adventure, which is rare. The only things I see overused is Stealth and Perception, and for pretty much the opposite reasons: Stealth to gain surprise and Perception to avoid it. Persuasion is a bit above everything else, making it something of note. While I have an issue with the overuse of Stealth and Perception, my real issue is with the "worthless" skills that pretty much never see play: Animal Handling, Medicine, and Performance. Animal Handling can be used to placate beasts, either in an encounter to control a mount/pack animal, but PCs usually just kill the beast and don't use mounts/pack animals much. Medicine is completely worthless thanks to Healer's Kit, Poisoner's Kit, and Herbalist's Kit, which can all provide the same use. Performance is similar to Medicine, as there are a ton of musical instruments that provide the same benefit. The tools option in XGtE helps but not enough for most players to bother taking the skills (which are more valuable than tools). The only one I've "fixed" is medicine by removing the Healer's Kit ability to stabilize automacally, and instead use it as a required item to avoid disadvantage (still doesn't make it great, as magic healing is pretty plentiful after a few levels). [/QUOTE]
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