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Lets Rank the 5e Skills!
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<blockquote data-quote="DEFCON 1" data-source="post: 6339262" data-attributes="member: 7006"><p>Yeah... the three skills I'm most disappointed in are Animal Handling, Performance, and Sleight of Hand.</p><p></p><p>Like as has been said... when you have Nature and Survival, do you really need Animal Handling? Is it truly necessary? Will it ever get used enough to warrant being its own skill? Unless you have lots of horse and carriage chases, I just don't see it.</p><p></p><p>Performance seems completely superfluous to me because you probably are going to have Tool proficiencies in musical instruments too... so what exactly will Performance be used for? Those PCs who want to "act" or "sing" rather than play an instrument? I have to assume the Bard class must have some abilities that are based directly off of Performance checks, because otherwise why can't musical instrument Tools or the Persuasion skill suffice for normal checks to influence people?</p><p></p><p>And Sleight of Hand (or Fine Motor Skills or whatever you want to imply with it) has always been the red-headed stepchild of thievery skills <em>except</em> in 4E when they wisely merged pickpocketing with opening locks & disarming traps as the Thievery skill. Pickpocketing at least in my games has never warranted its own skill because it is so rarely used. So to split it off from Open Locks and Disarm Traps again (IE the "Thieves Tools" proficiency) is a waste. The only way it could be made useful to my mind would be to actually treat it as "fine motor skills", and thus crafting, knot-tying, and other abilities that require manual dexterity would all fall into its purview.</p><p></p><p>I'm still up in the air how exactly I end up using the skill system for my eventual campaign, because there's enough problems with the new system that I don't really like it... but its also integrated enough into Backgrounds and Classes and such that I dunno if I really want to attempt to jerry-rig something else in its place.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6339262, member: 7006"] Yeah... the three skills I'm most disappointed in are Animal Handling, Performance, and Sleight of Hand. Like as has been said... when you have Nature and Survival, do you really need Animal Handling? Is it truly necessary? Will it ever get used enough to warrant being its own skill? Unless you have lots of horse and carriage chases, I just don't see it. Performance seems completely superfluous to me because you probably are going to have Tool proficiencies in musical instruments too... so what exactly will Performance be used for? Those PCs who want to "act" or "sing" rather than play an instrument? I have to assume the Bard class must have some abilities that are based directly off of Performance checks, because otherwise why can't musical instrument Tools or the Persuasion skill suffice for normal checks to influence people? And Sleight of Hand (or Fine Motor Skills or whatever you want to imply with it) has always been the red-headed stepchild of thievery skills [I]except[/I] in 4E when they wisely merged pickpocketing with opening locks & disarming traps as the Thievery skill. Pickpocketing at least in my games has never warranted its own skill because it is so rarely used. So to split it off from Open Locks and Disarm Traps again (IE the "Thieves Tools" proficiency) is a waste. The only way it could be made useful to my mind would be to actually treat it as "fine motor skills", and thus crafting, knot-tying, and other abilities that require manual dexterity would all fall into its purview. I'm still up in the air how exactly I end up using the skill system for my eventual campaign, because there's enough problems with the new system that I don't really like it... but its also integrated enough into Backgrounds and Classes and such that I dunno if I really want to attempt to jerry-rig something else in its place. [/QUOTE]
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