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General Tabletop Discussion
*Dungeons & Dragons
Heavily used skill proficiencies
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<blockquote data-quote="iserith" data-source="post: 8189070" data-attributes="member: 97077"><p>The question I have is what is the goal of trying to "balance" out skills usage? To my mind, some tables and campaigns will use some more than others and players aware of this can make their choices accordingly. Further, even if a player does choose a proficiency that doesn't normally see a lot of use, the player can simply keep engaging in tasks which might be resolved by the DM calling for an ability check with the corresponding proficiency. Animal handling doesn't normally see a lot of use? Well, go handle some animals!</p><p></p><p>I think that works just fine and don't really see any good reason to call things a "skill tax." Bounded accuracy ensures that many characters can succeed on ability checks even without a skill or tool proficiency, depending on the DC. Working together, Help action, Inspiration, guidance, or other resources further make this possible. This might have been a problem in other editions of the game. I just don't see it in this one.</p></blockquote><p></p>
[QUOTE="iserith, post: 8189070, member: 97077"] The question I have is what is the goal of trying to "balance" out skills usage? To my mind, some tables and campaigns will use some more than others and players aware of this can make their choices accordingly. Further, even if a player does choose a proficiency that doesn't normally see a lot of use, the player can simply keep engaging in tasks which might be resolved by the DM calling for an ability check with the corresponding proficiency. Animal handling doesn't normally see a lot of use? Well, go handle some animals! I think that works just fine and don't really see any good reason to call things a "skill tax." Bounded accuracy ensures that many characters can succeed on ability checks even without a skill or tool proficiency, depending on the DC. Working together, Help action, Inspiration, guidance, or other resources further make this possible. This might have been a problem in other editions of the game. I just don't see it in this one. [/QUOTE]
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