Medicine: The big one, by a large margin. Occasionally this acts as a sort of knowledge: biology or autopsy skill but even a DM actively looking to make it relevant has a hard time finding uses for this. If this is going to stick around, it probably needs to actually interact with hit points in some way, perhaps by allowing some limited use of healing surges outside of a short rest.
Perform: We do not need instrument proficiency and this skill. Moreover, performing on an instrument is too niche to be worth it. If you dig a little, it becomes clear that this skill at minimum is also meant to cover acting giving it some overlap with deception.
My solution would be to replace this with an "Impress" skill that is used whenever you wish to affect an NPC's attitude or emotions. Performing an instrument then just becomes one particular way to impress someone.
Intimidate: Perhaps it ought not be so, but Intimidate is just a worse form of persuasion -- most DM's instinctively treat this skill as riskier to use than persuasion, and seldom create situations where Intimidate can work when persuasion can not. This skill could be rolled into the above "Impress" skill.
Animal Handling: Too niche. I suppose this can be rolled into knowledge nature. Technically this could still be a charisma check, though very few DM's seem to make use of alternate attributes on a skill check.
Investigation: Part of me wants to go back to calling this "search" like in 3rd, just because when something is an investigation or a perception check seems an endless source of confusion for new DM's.
Streetwise | Gather Information: I'm not sure why this skill was dropped from earlier editions. Next to persuasion / diplomacy, this used to be one of the most common social skill checks I'd ask for at my table.
Thieves' Tools, Disguise Kit: It's not good for some tool proficiencies to be mostly background flavor and others to be regularly useful during adventuring.
Perform: We do not need instrument proficiency and this skill. Moreover, performing on an instrument is too niche to be worth it. If you dig a little, it becomes clear that this skill at minimum is also meant to cover acting giving it some overlap with deception.
My solution would be to replace this with an "Impress" skill that is used whenever you wish to affect an NPC's attitude or emotions. Performing an instrument then just becomes one particular way to impress someone.
Intimidate: Perhaps it ought not be so, but Intimidate is just a worse form of persuasion -- most DM's instinctively treat this skill as riskier to use than persuasion, and seldom create situations where Intimidate can work when persuasion can not. This skill could be rolled into the above "Impress" skill.
Animal Handling: Too niche. I suppose this can be rolled into knowledge nature. Technically this could still be a charisma check, though very few DM's seem to make use of alternate attributes on a skill check.
Investigation: Part of me wants to go back to calling this "search" like in 3rd, just because when something is an investigation or a perception check seems an endless source of confusion for new DM's.
Streetwise | Gather Information: I'm not sure why this skill was dropped from earlier editions. Next to persuasion / diplomacy, this used to be one of the most common social skill checks I'd ask for at my table.
Thieves' Tools, Disguise Kit: It's not good for some tool proficiencies to be mostly background flavor and others to be regularly useful during adventuring.