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Rank 5e skills from most useful (1) to least useful (18)
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<blockquote data-quote="EzekielRaiden" data-source="post: 9775975" data-attributes="member: 6790260"><p>This is ranked by how I think the game's rules directly tell you they operate, not how I think GMs <em>should</em> run things, nor how I have seen 5e GMs (with the exception of my current GM) run it, which to be clear isn't <em>better</em> than the rules as written.</p><ol> <li data-xf-list-type="ol">Perception</li> <li data-xf-list-type="ol">Persuasion</li> <li data-xf-list-type="ol">Insight</li> <li data-xf-list-type="ol">Stealth</li> <li data-xf-list-type="ol">Deception</li> <li data-xf-list-type="ol">Acrobatics</li> <li data-xf-list-type="ol">Athletics</li> <li data-xf-list-type="ol">Investigation</li> <li data-xf-list-type="ol">Sleight of Hand</li> <li data-xf-list-type="ol">Arcana</li> <li data-xf-list-type="ol">Nature</li> <li data-xf-list-type="ol">Religion</li> <li data-xf-list-type="ol">Intimidation</li> <li data-xf-list-type="ol">Medicine</li> <li data-xf-list-type="ol">Survival</li> <li data-xf-list-type="ol">History</li> <li data-xf-list-type="ol">Performance</li> <li data-xf-list-type="ol">Animal Handling</li> </ol><p>It's worth noting, despite being a clean numbered list, the gaps between these vary <em>wildly</em>. Perception >>>>>>>>>>> Persuasion and Insight, which are almost co-equal. Stealth, Deception, Acrobatics, and Athletics are all of similar weight because I find they come up a lot--though I usually use Persuasion where others would use Deception because I don't, personally, like telling lies.</p><p></p><p>Investigation, Sleight of Hand, Arcana, Nature, and Religion are all in the "sometimes useful, not very important" category. Sure, <em>sometimes</em> you'll find something where picking a pocket or knowing some dead god's rituals will be insanely useful or even essential, but most times, it's not that big a deal. Arcana edges out the other "knowledge" skills because it has uses for identifying stuff.</p><p></p><p>Everything after Religion is in the "Kinda Garbage" category. I almost never see checks for these. Intimidate would be lower, as in by far the worst skill in the game, <em>if</em> I were basing this on how GMs actually run stuff, because Intimidate is the "Do Social Things <strong>Extremely Badly With Horrible Consequences</strong>" skill in most GMs' eyes, whereas Persuasion is neutral on good-vs-bad consequences and Deception is good consequences unless you fail or your lie is revealed, <em>then</em> horrible consequences.</p><p></p><p>Survival <em>should</em> be more useful, but it just...isn't. History, Performance, and Animal Handling are functionally useless fluff skills which only exist to give players who like to roleplay a thing to invest resources into. I can count the number of Animal Handling checks I've ever seen made in 5e on <em>one hand</em>. And I wouldn't even use all of that hand's fingers.</p><p></p><p>Had I my druthers, we'd collapse some of these skills together (e.g. Animal Handling -> Nature), cut at least one entirely (Performance), and rebalance some of the remainder to actually have concrete positive uses....and to have a clear definition of how to implement them, so that GMs have at least been <em>told</em> how to use these skills in ways that don't make them hidden deathtraps waiting to spring.</p><p></p><p>I'd also turn Survival back into Endurance from 4e. Because having at least <em>one</em> skill keyed off of Con by default was, in fact, a positive thing.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9775975, member: 6790260"] This is ranked by how I think the game's rules directly tell you they operate, not how I think GMs [I]should[/I] run things, nor how I have seen 5e GMs (with the exception of my current GM) run it, which to be clear isn't [I]better[/I] than the rules as written. [LIST=1] [*]Perception [*]Persuasion [*]Insight [*]Stealth [*]Deception [*]Acrobatics [*]Athletics [*]Investigation [*]Sleight of Hand [*]Arcana [*]Nature [*]Religion [*]Intimidation [*]Medicine [*]Survival [*]History [*]Performance [*]Animal Handling [/LIST] It's worth noting, despite being a clean numbered list, the gaps between these vary [I]wildly[/I]. Perception >>>>>>>>>>> Persuasion and Insight, which are almost co-equal. Stealth, Deception, Acrobatics, and Athletics are all of similar weight because I find they come up a lot--though I usually use Persuasion where others would use Deception because I don't, personally, like telling lies. Investigation, Sleight of Hand, Arcana, Nature, and Religion are all in the "sometimes useful, not very important" category. Sure, [I]sometimes[/I] you'll find something where picking a pocket or knowing some dead god's rituals will be insanely useful or even essential, but most times, it's not that big a deal. Arcana edges out the other "knowledge" skills because it has uses for identifying stuff. Everything after Religion is in the "Kinda Garbage" category. I almost never see checks for these. Intimidate would be lower, as in by far the worst skill in the game, [I]if[/I] I were basing this on how GMs actually run stuff, because Intimidate is the "Do Social Things [B]Extremely Badly With Horrible Consequences[/B]" skill in most GMs' eyes, whereas Persuasion is neutral on good-vs-bad consequences and Deception is good consequences unless you fail or your lie is revealed, [I]then[/I] horrible consequences. Survival [I]should[/I] be more useful, but it just...isn't. History, Performance, and Animal Handling are functionally useless fluff skills which only exist to give players who like to roleplay a thing to invest resources into. I can count the number of Animal Handling checks I've ever seen made in 5e on [I]one hand[/I]. And I wouldn't even use all of that hand's fingers. Had I my druthers, we'd collapse some of these skills together (e.g. Animal Handling -> Nature), cut at least one entirely (Performance), and rebalance some of the remainder to actually have concrete positive uses....and to have a clear definition of how to implement them, so that GMs have at least been [I]told[/I] how to use these skills in ways that don't make them hidden deathtraps waiting to spring. I'd also turn Survival back into Endurance from 4e. Because having at least [I]one[/I] skill keyed off of Con by default was, in fact, a positive thing. [/QUOTE]
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Rank 5e skills from most useful (1) to least useful (18)
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