D&D 5E (2024) Rank 5e skills from most useful (1) to least useful (18)

Yes, but, it's not like only mushrooms can be poisonous. There are all sorts of things out there that you cannot eat. And, since apparently survival does not grant you ANY information, you cannot possibly know which animals or plants are not poisonous without using the Nature skill.
There are also all kinds of things with NO poisonous versions, and those are what you forage.
It's a ludicrous interpretation of the rules.
It's what's written. If you think it's ludicrous, take it up with WotC.
 

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You said that it was impossible for fungus to be hazards. Would you like me to quote you? I am just showing that it is entirely possible for fungus to be hazards. Or are you claiming that the only hazards a DM can use are the ones listed in the DMG? Even the descriptions in the DMG don't support that - those are specifically just some examples of hazards.

Poisonous mushrooms absolutely could easily be a hazard.
Yes. Quote me saying it's impossible. Then I will quote me saying it's possible for it to be a physical hazard, but saying that poisonous is not a hazard since you don't have to eat them. Hazards are obstacles. Poison is not an obstacle.
 

You would be wrong:

2024 DMG:
Those are terrain hazards... seems different than identifying a species. A Survival roll to me, would be an act of foraging. Good survival would probably to find some option entirely better than the shroom in the first place.

You could certainly find shrooms and wisdom out that they MAY be edible.. but when it comes to true academia instead of instinctive know-how... I would side towards using the INT skill.

For me, when in doubt, I look at the base attribute augmenting the skill. Is it instinctive, trial & error, & cultural know-how? or is it solid academia? Wis or Int?
 

i do think it would be possible to discern between safe and poisonous edibles using survival but i also think using nature would provide a notably lower DC attempting a check for the same information.

honestly if i were to merge one of these skills i think it would be nature, but by absorbing animal handling, i understand why animal handling was designed as it's own skill, knowing how to ride a horse or train a dog doesn't inherently mean you should be able to identify what plant is what or if a snake is poisonous or not but i think it would cement nature in more of it's own niche.

another issue is that alot of things survival is meant to cover is outright made redundant by common magics or PC recovery being so potent, you don't need to forage for provisions with goodberry and create water, shelter is a mere ritual casting of tiny hut, fire cantrips and tinderboxes are a dime a dozen, removing exhaustion is a mere rest away.
 
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There is a good bit of overlap, probably d/t some role overlap between being a bit of a nature themed INT character vs a more intuitive WIS character. Neither should be a fish out of water in nature situations - so give an option to either character.

I like to focus heavily on role when it comes to differentiation. The walking field guide INT char shouldn't step on the toes of the WIS "I've been on the trail, just like my father's father, I have the knack, a field guide isn't going to learn you tracking".

The barb can forage, sees the mushrooms and sneers. If they can't find any better.. "well, crap, only cooky old squirrel Codger eats these, which one is red cap and which is deathcap?" Well Im going to find out the same ways my ancestors did
 

Moreso than the slight differences in skill, the most important reason to not consolidate similar skills is the limitation to closing off some role or character creation aspect-know-it-all wizard shouldn't have to be MAD to know it all

If Im playing my Jaws PC. I want to play Quint OR Hooper! Quint with hunters mark cast on a shark! 😉
 

There is a good bit of overlap, probably d/t some role overlap between being a bit of a nature themed INT character vs a more intuitive WIS character. Neither should be a fish out of water in nature situations - so give an option to either character.

I like to focus heavily on role when it comes to differentiation. The walking field guide INT char shouldn't step on the toes of the WIS "I've been on the trail, just like my father's father, I have the knack, a field guide isn't going to learn you tracking".

The barb can forage, sees the mushrooms and sneers. If they can't find any better.. "well, crap, only cooky old squirrel Codger eats these, which one is red cap and which is deathcap?" Well Im going to find out the same ways my ancestors did
Background plays a lot into who knows what in my game. A barbarian born and raised in the forest isn't even going to have to roll to know about common mushrooms in the forest. Learning those sorts of things will be cultural. When I was growing up I lived on a farm and one of the farmhands was Cherokee. He just sort of taught me about tracks and mushrooms as we walked and talked. I can't remember any of the mushroom information, and only a smidge of the tracking information, but then I've also lived in the city for 42 years and haven't used much of it.
 


Moreso than the slight differences in skill, the most important reason to not consolidate similar skills is the limitation to closing off some role or character creation aspect-know-it-all wizard shouldn't have to be MAD to know it all

If Im playing my Jaws PC. I want to play Quint OR Hooper! Quint with hunters mark cast on a shark! 😉
Also an observant person shouldn't also automatically have excellent hearing. Someone who is a great long distance runner and awesome jumper shouldn't automatically be an amazing swimmer, especially if they've never been swimming.

I prefer more skills, but smarter people learn more of them. 3e had my favorite skill system, but needed some tweaking to make it really good.
 
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