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How Does Stealth Work in D&D 5E?
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<blockquote data-quote="Yaarel" data-source="post: 8354562" data-attributes="member: 58172"><p>The DM has wide latitude for how to apply and interpret skills.</p><p></p><p>For me, Charisma is the go-to ability for all social skills. (Except Deception in my eyes is almost always Intelligence dependent.) I find it impossible for a person to be "charismatic" without the ability to read people. Insight is a Charisma skill. It is part of forming a rapport with an other person. Part of inspiring an other. Part of recognizing the desires and needs of others, so as to appeal to these.</p><p></p><p>For me, Wisdom is an ill-conceived ability score. It handles Willpower and Perception. That is pretty much it. All of the Lore is really Intelligence.</p><p></p><p>If I had my way, Wisdom would no longer exist. The Willpower would go to Charisma. The Perception would go to Intelligence. Done.</p><p></p><p>Without restructuring the six ability scores, it is legal to reassign the key abilities. All Lore skills go to Intelligence, including Survival, Medicine, etcetera. Insight and Animal Handling go to Charisma.</p><p></p><p>Intelligence Investigation = "intuition"</p><p></p><p>The sensory Perception skill is extremely powerful. Wisdom having both Perception and Willpower is potent enough to keep Wisdom a competitive ability.</p><p></p><p></p><p></p><p>By the way, for several important reasons, including enabling D&D to represent the swashbuckling genre better:</p><p></p><p>Athletics & Acrobatics merge into a single skill. The skill is Athletics, but I call it "Gymnastics" to avoid confusion. The player can choose either Strength or Dexterity as the key for ALL Gymnastics checks. So, only one ability is necessary for all athletic stunts, including running, jumping, tumbling, climbing, balancing, falling, and so on. I prefer an agile Strength to handle everything. But other players prefer a beefier Dexterity to handle it, at least as far as moving ones own weight agilely. Gymnastics is the go-to for all swashbuckling stunts.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8354562, member: 58172"] The DM has wide latitude for how to apply and interpret skills. For me, Charisma is the go-to ability for all social skills. (Except Deception in my eyes is almost always Intelligence dependent.) I find it impossible for a person to be "charismatic" without the ability to read people. Insight is a Charisma skill. It is part of forming a rapport with an other person. Part of inspiring an other. Part of recognizing the desires and needs of others, so as to appeal to these. For me, Wisdom is an ill-conceived ability score. It handles Willpower and Perception. That is pretty much it. All of the Lore is really Intelligence. If I had my way, Wisdom would no longer exist. The Willpower would go to Charisma. The Perception would go to Intelligence. Done. Without restructuring the six ability scores, it is legal to reassign the key abilities. All Lore skills go to Intelligence, including Survival, Medicine, etcetera. Insight and Animal Handling go to Charisma. Intelligence Investigation = "intuition" The sensory Perception skill is extremely powerful. Wisdom having both Perception and Willpower is potent enough to keep Wisdom a competitive ability. By the way, for several important reasons, including enabling D&D to represent the swashbuckling genre better: Athletics & Acrobatics merge into a single skill. The skill is Athletics, but I call it "Gymnastics" to avoid confusion. The player can choose either Strength or Dexterity as the key for ALL Gymnastics checks. So, only one ability is necessary for all athletic stunts, including running, jumping, tumbling, climbing, balancing, falling, and so on. I prefer an agile Strength to handle everything. But other players prefer a beefier Dexterity to handle it, at least as far as moving ones own weight agilely. Gymnastics is the go-to for all swashbuckling stunts. [/QUOTE]
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