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*Dungeons & Dragons
Rank 5e skills from most useful (1) to least useful (18)
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<blockquote data-quote="BookTenTiger" data-source="post: 9776878" data-attributes="member: 6685541"><p>What a neat idea for a thread. In my experiences of both running and playing 5e, this is how I would rank the usefulness of the skills:</p><p></p><p>1) Perception</p><p>2) Persuasion</p><p>3) Stealth</p><p>4) Insight</p><p>5) Acrobatics</p><p></p><p>These are the five skills that get used pretty much every session. Perception is used so often that it should just be a core ability instead of a skill. I mean, every time the characters enter a scene with something hidden in check their Passive Perception scores.</p><p></p><p>Maybe it's just my players, but we use Persuasion a lot!!! If my players can talk down an enemy or turn them into an ally they will always try to use Persuasion first.</p><p></p><p>Stealth is also used a lot in my campaigns. Characters are always sneaking, hiding... This skill can change an encounter so much that I have to put it high on the list.</p><p></p><p>Insight is basically the sub-Perception. When characters are interacting with an NPC I'm often checking passive Insight scores, or the characters are actively making them. Players really love Insight.</p><p></p><p>And number five is Acrobatics. I find that I want players to use this skill more often than they actually do. It's much more common for my players to try and think or talk their way through a challenge than balance, jump, or climb. I don't know why, but it's what always happens!</p><p></p><p>6) Deception </p><p>7) Athletics</p><p>8) Intimidation</p><p>9) Investigation</p><p>10) Survival</p><p></p><p>These four skills don't get used by most characters, but they can be really powerful when a single character specializes in them..a character who is super Deceptive or Intimidating can turn the campaign in interesting ways. Having a really high Investigation or Survival can cut through challenges that would otherwise befuddle a group. A single character with really high Athletics can pull a Shaq and change combat into an all-close-in strategy with grappling.</p><p></p><p>11) Arcana</p><p>12) Nature</p><p>13) History</p><p>14) Religion</p><p></p><p>The four knowledge skills go here, in order of how useful I find them. Usually if a DM wants you to know something they'll tell you, but it can be fun to unlock extra knowledge early. I wish Knowledge were its own thing separate from skills.</p><p></p><p>15) Sleight of Hand</p><p>16) Animal Handling</p><p>17) Medicine</p><p>18) Performance</p><p></p><p>The bottom-list skills are either so specific (Sleight of Hand, Animal Handling) or useless after low levels (Medicine). Performance is a weird one because it's used for one single specific thing, but also if you're proficient in an Instrument you don't really need it.</p><p></p><p></p><p></p><p>When I created my own D&D-lite system, I boiled down the skills to six:</p><p></p><p>Athletics</p><p>Expertise</p><p>Perception</p><p>Persuasion</p><p>Stealth</p><p>Wilding</p><p></p><p>The characters can use any ability bonus with any skill so it opens each skill up to a lot of different uses. I put Knowledge in its own little checklist. If a character has a knowledge (like Nature and Monsters), that means they either know something, or can make an Expertise check to know more.</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9776878, member: 6685541"] What a neat idea for a thread. In my experiences of both running and playing 5e, this is how I would rank the usefulness of the skills: 1) Perception 2) Persuasion 3) Stealth 4) Insight 5) Acrobatics These are the five skills that get used pretty much every session. Perception is used so often that it should just be a core ability instead of a skill. I mean, every time the characters enter a scene with something hidden in check their Passive Perception scores. Maybe it's just my players, but we use Persuasion a lot!!! If my players can talk down an enemy or turn them into an ally they will always try to use Persuasion first. Stealth is also used a lot in my campaigns. Characters are always sneaking, hiding... This skill can change an encounter so much that I have to put it high on the list. Insight is basically the sub-Perception. When characters are interacting with an NPC I'm often checking passive Insight scores, or the characters are actively making them. Players really love Insight. And number five is Acrobatics. I find that I want players to use this skill more often than they actually do. It's much more common for my players to try and think or talk their way through a challenge than balance, jump, or climb. I don't know why, but it's what always happens! 6) Deception 7) Athletics 8) Intimidation 9) Investigation 10) Survival These four skills don't get used by most characters, but they can be really powerful when a single character specializes in them..a character who is super Deceptive or Intimidating can turn the campaign in interesting ways. Having a really high Investigation or Survival can cut through challenges that would otherwise befuddle a group. A single character with really high Athletics can pull a Shaq and change combat into an all-close-in strategy with grappling. 11) Arcana 12) Nature 13) History 14) Religion The four knowledge skills go here, in order of how useful I find them. Usually if a DM wants you to know something they'll tell you, but it can be fun to unlock extra knowledge early. I wish Knowledge were its own thing separate from skills. 15) Sleight of Hand 16) Animal Handling 17) Medicine 18) Performance The bottom-list skills are either so specific (Sleight of Hand, Animal Handling) or useless after low levels (Medicine). Performance is a weird one because it's used for one single specific thing, but also if you're proficient in an Instrument you don't really need it. When I created my own D&D-lite system, I boiled down the skills to six: Athletics Expertise Perception Persuasion Stealth Wilding The characters can use any ability bonus with any skill so it opens each skill up to a lot of different uses. I put Knowledge in its own little checklist. If a character has a knowledge (like Nature and Monsters), that means they either know something, or can make an Expertise check to know more. [/QUOTE]
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Rank 5e skills from most useful (1) to least useful (18)
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