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Lets Rank the 5e Skills!
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<blockquote data-quote="I'm A Banana" data-source="post: 6339549" data-attributes="member: 2067"><p>Ah, but the big difference here is that perception is a necessary antidote to an enemy's power -- if you DON'T have it, you might experience some penalty in any given session, because possible surprise is something that is present in almost every combat. Loss aversion!</p><p></p><p>Athletics/Acrobatics doesn't penalize you much if you can't do it (there's usually other ways to get your goal, and you're not going to take damage from NOT jumping around on rooftops), and it relies on DMs giving you special hooks to slot your skill check into. Two strikes!</p><p></p><p></p><p></p><p>The basic criteria I used (in no particular order) were:</p><ul> <li data-xf-list-type="ul"> Ability to control the skill's use as a player (active skills like Persuasion trump reactive skills like Insight)</li> <li data-xf-list-type="ul"> Ability of the skill's success to be shared with the party (skills that allow you to share success, like Arcana, trump skills that are individual, like Slieght of Hand)</li> <li data-xf-list-type="ul"> Redundancy with a higher-ranked skill (skills that duplicate effects that more useful skills can do rank lower, like Intimidation duplicating the effects of Persuasion or Deception) </li> <li data-xf-list-type="ul"> Ability to accomplish broad goals in and of themselves (so "I want to figure out what this magic thing does" outranks "I endure a day without rations")</li> <li data-xf-list-type="ul"> Interaction with other game elements and frequency/impact of those elements (Perception interacts with Surprise, which comes up every combat and might save your life, but Performance is pretty much by itself)</li> <li data-xf-list-type="ul"> Negative consequences for the party as a result of a failed check (Don't make your Perception check, suddenly the healer must heal faster and the fighter might go down faster; don't make your History check, you can go consult a library or somethin'). </li> </ul><p></p><p>Acrobatics/Athletics only come up with the DM puts something there for them to do (a pit or a tightrope), don't really interact with other game elements (damage if you fall, otherwise not much), have little in the way of negative party consequences (maybe you'll have to rest a bit sooner if someone takes a bad fall, but there's little reason not to rest whenever you want anyway if you aren't currently in a fight), cannot accomplish large goals by themselves (it'll take MULTIPLE checks to do much of anything of long-term significance), and are "selfish" in that they don't help the party with a success (congrats, you're over the pit, now about Tordek in his full plate...). They aren't very redundant, which is why they're high-ranked in the D-list, but their specialness depends on the DM making special accommodations for them, and in that respect they're not much better than Sleight of Hand or Performance.</p><p></p><p></p><p></p><p>Your character goes on if you don't swim to get the chest, but she doesn't if you get surprised and then critted</p><p></p><p></p><p></p><p>So lets all use a rope (maybe with a grapple or a crossbow bolt) and spend that skill proficiency on something that you can't duplicate with clever equipment choices. </p><p></p><p></p><p></p><p>It just tells me that color is really valuable to some people. Valuable enough that they'll defend the color skills simply on the basis of personal affection for them. It doesn't matter if Athletics/Acrobatics doesn't do much, people really like picking them and putting them on their character sheet because it is empowering and helps define their character as a competent, powerful person. The fact that 3 GP (28 if you want a climber's kit, too) could make the skill redundant in some situations doesn't matter as much as the ability to look at your character sheet and say, "My character is Acrobatic! I am going to do backflips!" Maybe if Sleight of Hand was rolled into a more characteristic skill like "Ninja Hands" we'd see people valuing it much more highly. </p><p></p><p>Color's valuable. It's just not very functional. My list was targeted at a fairly functional ranking.</p><p></p><p>But of course it's just my list.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6339549, member: 2067"] Ah, but the big difference here is that perception is a necessary antidote to an enemy's power -- if you DON'T have it, you might experience some penalty in any given session, because possible surprise is something that is present in almost every combat. Loss aversion! Athletics/Acrobatics doesn't penalize you much if you can't do it (there's usually other ways to get your goal, and you're not going to take damage from NOT jumping around on rooftops), and it relies on DMs giving you special hooks to slot your skill check into. Two strikes! The basic criteria I used (in no particular order) were: [LIST] [*] Ability to control the skill's use as a player (active skills like Persuasion trump reactive skills like Insight) [*] Ability of the skill's success to be shared with the party (skills that allow you to share success, like Arcana, trump skills that are individual, like Slieght of Hand) [*] Redundancy with a higher-ranked skill (skills that duplicate effects that more useful skills can do rank lower, like Intimidation duplicating the effects of Persuasion or Deception) [*] Ability to accomplish broad goals in and of themselves (so "I want to figure out what this magic thing does" outranks "I endure a day without rations") [*] Interaction with other game elements and frequency/impact of those elements (Perception interacts with Surprise, which comes up every combat and might save your life, but Performance is pretty much by itself) [*] Negative consequences for the party as a result of a failed check (Don't make your Perception check, suddenly the healer must heal faster and the fighter might go down faster; don't make your History check, you can go consult a library or somethin'). [/LIST] Acrobatics/Athletics only come up with the DM puts something there for them to do (a pit or a tightrope), don't really interact with other game elements (damage if you fall, otherwise not much), have little in the way of negative party consequences (maybe you'll have to rest a bit sooner if someone takes a bad fall, but there's little reason not to rest whenever you want anyway if you aren't currently in a fight), cannot accomplish large goals by themselves (it'll take MULTIPLE checks to do much of anything of long-term significance), and are "selfish" in that they don't help the party with a success (congrats, you're over the pit, now about Tordek in his full plate...). They aren't very redundant, which is why they're high-ranked in the D-list, but their specialness depends on the DM making special accommodations for them, and in that respect they're not much better than Sleight of Hand or Performance. Your character goes on if you don't swim to get the chest, but she doesn't if you get surprised and then critted So lets all use a rope (maybe with a grapple or a crossbow bolt) and spend that skill proficiency on something that you can't duplicate with clever equipment choices. It just tells me that color is really valuable to some people. Valuable enough that they'll defend the color skills simply on the basis of personal affection for them. It doesn't matter if Athletics/Acrobatics doesn't do much, people really like picking them and putting them on their character sheet because it is empowering and helps define their character as a competent, powerful person. The fact that 3 GP (28 if you want a climber's kit, too) could make the skill redundant in some situations doesn't matter as much as the ability to look at your character sheet and say, "My character is Acrobatic! I am going to do backflips!" Maybe if Sleight of Hand was rolled into a more characteristic skill like "Ninja Hands" we'd see people valuing it much more highly. Color's valuable. It's just not very functional. My list was targeted at a fairly functional ranking. But of course it's just my list. [/QUOTE]
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