Quickleaf
Legend
EDIT: I debated whether this belongs in Older Editions sub-forum or this sub-forum. Definitely I'm straddling both, but ultimately because my aim is to tweak 5e using lessons from AD&D, rather than the other way around, I posted here. If the mods feel it would be better in the other forum, feel free to move it over.
I've been noticing corner case scenarios crop up in my games where even though 5e provides me the space to create my answers, they're just not quite satisfactory, e.g. a PC wanting to escape from restraints and me not being sure what skill to ask them to apply Sleight of Hand or Acrobatics (I let the player choose), a PC talking the helm of a seagoing vessel (I waved the need for a roll), a PC wanting to decipher some cryptography without having the Linguist feat (kinda just roleplayed this by providing some good hints), drinking contest (went with opposed CON saves), hitting the streets to gather information (had everyone roll on a rumor table), trying to discern whether to call for a Performance or Persuasion check for a PC engaging in some cunning oratory, and of course figuring out how to respond to players inevitably asking "what do I know about this monster?"
What I think I'm noticing is that 5e's skill system, in its very wise effort to consolidate skills, also lumps together things that come at the cost of ways for players to define their characters. It's a really subtle effect, that I'm only just now starting to get a pulse on, and even now I'm not certain how much is just the eccentricities of my DMing style / gaming group vs. whether this is actually a broader phenomenon other gaming groups experience.
Anyhow, to better see the gaps, to help myself articulate what I'm observing, and perhaps to homebrew something, I looked back at the list of AD&D non-weapon proficiencies and I tried assigning them to the various 5e skills, tools (crafting), tools (other), and then a various assortment of 5e's mechanics where certain non-weapon proficiencies are expressed.
Some of my observations so far:
Here's the list I assembled...
I've been noticing corner case scenarios crop up in my games where even though 5e provides me the space to create my answers, they're just not quite satisfactory, e.g. a PC wanting to escape from restraints and me not being sure what skill to ask them to apply Sleight of Hand or Acrobatics (I let the player choose), a PC talking the helm of a seagoing vessel (I waved the need for a roll), a PC wanting to decipher some cryptography without having the Linguist feat (kinda just roleplayed this by providing some good hints), drinking contest (went with opposed CON saves), hitting the streets to gather information (had everyone roll on a rumor table), trying to discern whether to call for a Performance or Persuasion check for a PC engaging in some cunning oratory, and of course figuring out how to respond to players inevitably asking "what do I know about this monster?"
What I think I'm noticing is that 5e's skill system, in its very wise effort to consolidate skills, also lumps together things that come at the cost of ways for players to define their characters. It's a really subtle effect, that I'm only just now starting to get a pulse on, and even now I'm not certain how much is just the eccentricities of my DMing style / gaming group vs. whether this is actually a broader phenomenon other gaming groups experience.
Anyhow, to better see the gaps, to help myself articulate what I'm observing, and perhaps to homebrew something, I looked back at the list of AD&D non-weapon proficiencies and I tried assigning them to the various 5e skills, tools (crafting), tools (other), and then a various assortment of 5e's mechanics where certain non-weapon proficiencies are expressed.
Some of my observations so far:
- Missing Skill Clusters: There are a few proficiency clusters missing from 5e, such as Appraise, Engineering, High Society, Omens, Planewalking, Streetwise, Trail Lore, and Trapping. And an argument could be made for combining several things into a Seamanship skill.
- Craft Skill: There's a strong argument for a Craft skill, as so many non-weapon proficiencies (tools in 5e parlance) fit under that heading.
- Knowledge Skills: There are so many types of Sage Knowledge that don't have equivalencies in 5e, let alone in other AD&D non-weapon proficiencies, that the choice of which can say a lot about a character. Folklore, for example, is one that's woefully absent from 5e. So is Mathematics, unless in the D&Dverse "applied maths" is either "gambling" or speaking Modron.
- Class features & feats have subsumed certain proficiencies... without much rhyme or reason AFAICT.
- Dungeoneering Skill: There are a lot of non-weapon proficiencies associated with Survival... so much so that a new skill could be separated from it, something akin to 4e's Dungeoneering (basically Surface World Survival vs. Underdark/Underground Survival).
- Voice Skill? Bye-bye Performance? Deception includes this weird sub-category of "sound imitating" proficiencies. These could be siphoned off, combined with Ventriloquism, and merged with "chanting", "oratory", "poetry", and "singing" as a new Voice skill. This might clear up some of the ambiguity around Performance, for example that when you're acting in a role to fool someone that's Deception (or possibly disguise). I'm not 100% on this, but the whole idea of having a Performance skill and musical instrument tool proficiencies just seems silly - why design that kind of ambiguity into the game?
- Overlap as opportunity: 5e doesn't make the same distinctions as AD&D between characters – in 5e a river boatsman and a ocean ship captain both take the tool proficiency "water vehicles." The diversity of non-weapon proficiencies in AD&D suggests a way to give that difference mechanical heft by making "mosaic cluster" skills, e.g. the "Riverways" skill might include river boating, freshwater fishing, geography pertaining to rivers, folklore about creatures dwelling in or near rivers, and potentially even rope use. Whereas the "Seamanship" skill might include piloting ocean-going ships, navigation via sextant/stars, practical oceanography, sea fishing, folklore about creatures of the sea, and potentially rope use as well.
Here's the list I assembled...
Athletics
%Climb Walls (Rogue)
Jumping
Rowing
Spelunking (Ranger, Warrior)*
Swimming
Acrobatics
Escape (Ninja)
Fine Balance (Rogue, Warrior)
Tightrope Walking
Tumbling
Sleight of Hand
Chicanery
Juggling
%Pickpockets (Rogue)
Prestidigitation (Wizard)
Stealth
Ambush (Rogue)
Hiding (Humanoids)
Trailing (Rogue)
Arcana
Arcanology (Wizard)
Spellcraft
Tactics of Magic (Wizard)
Thaumaturgy (Wizard)
History
Ancient History
Local History
Local Dwarf History (Dwarf)
Sage Knowledge: Heraldry (Priest, Wizard)
Sage Knowledge: History (Priest, Wizard)
Investigation
Investigation (Priest)
Research (Wizard)
Nature
Agriculture
Animal Lore
Astronomy
Fungi Recognition (Dwarf)
Sage Knowledge: Geology (Priest, Wizard)
Weather Sense
Religion
Religion
Necrology (Necromancer)
Sage Knowledge: theology (Priest, Wizard)
Undead Lore & Knowledge
Animal Handling
Animal Handling
Animal Training
Falconry
Riding, Airborne
Riding, Land-based
Riding, Sea-based
Insight
–
Medicine
Anatomy (Wizard)
Diagnostics (Paladin, Priest)
Healing
Hypnosis (Psionicist, Wizard) = cure habit, addiction, or recall traumatic event
Sage Knowledge: Medicine (Priest, Wizard)
Veterinary Healing (Priest, Ranger)
Perception
Alertness
Detect Signing (Ninja)
Observation
Survival
Caving*
Distance Sense
Fire-building
Fishing
Foraging (Ranger, Rogue, Warrior)
Hunting
Mountaineering
Orienteering
Sound Analysis (Dwarf)*
Survival
Survival, Underground (Dwarf)*
Tracking
Underground Navigation (Dwarf)*
Deception
Acting (Bard)
Animal Noise (Rogue)
Enamor (Ninja)
Fast-Talking (Rogue)
Fortune-telling (Rogue)
Sound Imitation
Voice Mimicry (Rogue)
Intimidation
Intimidation
Performance
Acting (Bard)
Chanting (Bard)
Crowd Working (Bard)
Dancing
Oratory (Paladin, Priest, Warrior)
Poetry
Singing
Whistling/Humming (Bard)
Persuasion
Bartering
Etiquette
Persuasion
Tools (crafting)
Alchemy (Wizard)
Armorer
Artistic Ability
Blacksmithing
Boatwright (Dwarf)
Bookbinding (Priest, Wizard)
Bowyer/Fletcher
Brewing
Carpentry
Cartography
Cheesemaking
Clockwork Creation (Sha’ir)
Cobbling
Cooking
Craft Instrument (Bard)
Forgery
Gem Cutting
Glassblowing (Wizard)
Herbalism
Leatherworking
Locksmithing (Rogue, Dwarf)
Papermaking (Priest, Wizard)
Painting
Pottery
Scribe (Priest, Wizard)
Sculpting
Seamstress/Tailor & Tailoring
Stonemasonry
Weaponsmithing
Weaving
Winemaking
Tools (other)
Boating
Charioteering
Disguise & Begging (Rogue) = disguise part of it
Gaming
Giant Kite Flying (Ninja)
Musical Instrument
Navigation
Venom Handling (Necromancer) & Toxicology (Ninja)
#uncategorized (core rules)
Concentration (Wizard) = proficiency in Con saves
#uncategorized (class features)
Camouflage (Ranger, Rogue, Warrior) = HIDE IN PLAIN SIGHT
Dirty Fighting (Rogue, Warrior) = Battlemaster’s Feinting Attack
Iron Will (Priest, Warrior) = Samura’s Strength Before Death (& Fey Ancestry)
Signature Spells (Wizard) = Wizard’s Signature Spell
Steady Hand (Rogue, Warrior) = Rogue’s Aim
Style Analysis (Ninja) = Battlemaster’s Know Your Enemy
Trouble Sense = Barbarian’s Danger Sense
Water Walking (Ninja) = Monk’s 9th level Unarmored Movement
Wild Fighting (Humanoids) = Barbarian’s Reckless Attack
#uncategorized (downtime)
Administration (Priest)
Alms (Priest)
Begging (Rogue) = income generating part of it
#uncategorized (feats)
Ambidexterity (Rogue, Warrior) = Dual Wielder
Cryptography (Bard, Rogue, Wizard) & Sage Knowledge: Language and Cryptography (Priest, Wizard) = Linguist
Direction Sense = Keen Mind
Leadership (Warrior) = Inspiring Leader
Lip Reading = Observant
Quickness (Rogue, Warrior) = Alertness +5 initiative
Steady Hand (Rogue, Warrior) = Sharpshooter
Time Sense = Keen Mind
Weapon Improvisation = Tavern Brawler
#uncategorized (fighting styles)
Blindfighting = Blind Fighting
Close-quarter Fighting = ?
Natural Fighting (Humanoids)
Throwing = Thrown Weapon Fighting
#uncategorized (spells)
Hypnosis = calm emotion, suggestion
Spirit Lore (Necromancer) = augury, speak with dead
#uncategorized ???
Assimilation (Ninja)
Jousting (Paladin, Warrior)
Mining
Netherworld Knowledge (Necromancer)
Quick Study (Ninja)
Rope Use
Sage Knowledge (Priest, Wizard): alchemy, art, architecture, botany, cartography, chemistry, folklore, geneaology, geography, geology, mathematics, meteorology, music, myconology, oceanology, philosophy, physics, planes, sociology, toxicology, zoology
Seamanship
Signaling
Sign Language (Dwarf)
Smelting (Dwarf)
Tactics
Ventriloquism
Appraise
Appraising
Looting (Rogue)
Endurance
Deep Diving
Drinking
Eating
Endurance
Hold Breath (Ninja)
Running
Slow Respiration (Dwarf)
Engineering
Engineering
Sage Knowledge: Engineering
High Society
Bureaucracy (Paladin, Priest, Rogue)
Heraldry
Law (Paladin, Priest, Warrior) & Sage Knowledge: Law (Priest, Wizard)
Politics
Omens
Astrology
Dream Interpretation (Shaman)
Numeracy (Sha’ir)
Numerology (Sha’ir)
Omen Interpretation (Shaman)
Omen Reading (Priest, Wizard)
Soothsaying
Planewalking
Chaos Shaping
Planology
Planar Direction Sense
Planar Sense
Planar Survival
Spell Recovery
Psionics
Harness Subconscious (Psionicist)
Meditative Focus (Psionicist)
Rejuvenation (Psionicist)
Streetwise
City Familiarity (Ninja)
Information Gathering (Rogue)
Underclass (Ninja)
Trail Lore
Trail Marking (Ranger, Warrior)
Trail Signs (Ranger, Rogue, Warrior)
Trapping
Pest Control (Rogue, Dwarf)
Set Snares
%Climb Walls (Rogue)
Jumping
Rowing
Spelunking (Ranger, Warrior)*
Swimming
Acrobatics
Escape (Ninja)
Fine Balance (Rogue, Warrior)
Tightrope Walking
Tumbling
Sleight of Hand
Chicanery
Juggling
%Pickpockets (Rogue)
Prestidigitation (Wizard)
Stealth
Ambush (Rogue)
Hiding (Humanoids)
Trailing (Rogue)
Arcana
Arcanology (Wizard)
Spellcraft
Tactics of Magic (Wizard)
Thaumaturgy (Wizard)
History
Ancient History
Local History
Local Dwarf History (Dwarf)
Sage Knowledge: Heraldry (Priest, Wizard)
Sage Knowledge: History (Priest, Wizard)
Investigation
Investigation (Priest)
Research (Wizard)
Nature
Agriculture
Animal Lore
Astronomy
Fungi Recognition (Dwarf)
Sage Knowledge: Geology (Priest, Wizard)
Weather Sense
Religion
Religion
Necrology (Necromancer)
Sage Knowledge: theology (Priest, Wizard)
Undead Lore & Knowledge
Animal Handling
Animal Handling
Animal Training
Falconry
Riding, Airborne
Riding, Land-based
Riding, Sea-based
Insight
–
Medicine
Anatomy (Wizard)
Diagnostics (Paladin, Priest)
Healing
Hypnosis (Psionicist, Wizard) = cure habit, addiction, or recall traumatic event
Sage Knowledge: Medicine (Priest, Wizard)
Veterinary Healing (Priest, Ranger)
Perception
Alertness
Detect Signing (Ninja)
Observation
Survival
Caving*
Distance Sense
Fire-building
Fishing
Foraging (Ranger, Rogue, Warrior)
Hunting
Mountaineering
Orienteering
Sound Analysis (Dwarf)*
Survival
Survival, Underground (Dwarf)*
Tracking
Underground Navigation (Dwarf)*
Deception
Acting (Bard)
Animal Noise (Rogue)
Enamor (Ninja)
Fast-Talking (Rogue)
Fortune-telling (Rogue)
Sound Imitation
Voice Mimicry (Rogue)
Intimidation
Intimidation
Performance
Acting (Bard)
Chanting (Bard)
Crowd Working (Bard)
Dancing
Oratory (Paladin, Priest, Warrior)
Poetry
Singing
Whistling/Humming (Bard)
Persuasion
Bartering
Etiquette
Persuasion
Tools (crafting)
Alchemy (Wizard)
Armorer
Artistic Ability
Blacksmithing
Boatwright (Dwarf)
Bookbinding (Priest, Wizard)
Bowyer/Fletcher
Brewing
Carpentry
Cartography
Cheesemaking
Clockwork Creation (Sha’ir)
Cobbling
Cooking
Craft Instrument (Bard)
Forgery
Gem Cutting
Glassblowing (Wizard)
Herbalism
Leatherworking
Locksmithing (Rogue, Dwarf)
Papermaking (Priest, Wizard)
Painting
Pottery
Scribe (Priest, Wizard)
Sculpting
Seamstress/Tailor & Tailoring
Stonemasonry
Weaponsmithing
Weaving
Winemaking
Tools (other)
Boating
Charioteering
Disguise & Begging (Rogue) = disguise part of it
Gaming
Giant Kite Flying (Ninja)
Musical Instrument
Navigation
Venom Handling (Necromancer) & Toxicology (Ninja)
#uncategorized (core rules)
Concentration (Wizard) = proficiency in Con saves
#uncategorized (class features)
Camouflage (Ranger, Rogue, Warrior) = HIDE IN PLAIN SIGHT
Dirty Fighting (Rogue, Warrior) = Battlemaster’s Feinting Attack
Iron Will (Priest, Warrior) = Samura’s Strength Before Death (& Fey Ancestry)
Signature Spells (Wizard) = Wizard’s Signature Spell
Steady Hand (Rogue, Warrior) = Rogue’s Aim
Style Analysis (Ninja) = Battlemaster’s Know Your Enemy
Trouble Sense = Barbarian’s Danger Sense
Water Walking (Ninja) = Monk’s 9th level Unarmored Movement
Wild Fighting (Humanoids) = Barbarian’s Reckless Attack
#uncategorized (downtime)
Administration (Priest)
Alms (Priest)
Begging (Rogue) = income generating part of it
#uncategorized (feats)
Ambidexterity (Rogue, Warrior) = Dual Wielder
Cryptography (Bard, Rogue, Wizard) & Sage Knowledge: Language and Cryptography (Priest, Wizard) = Linguist
Direction Sense = Keen Mind
Leadership (Warrior) = Inspiring Leader
Lip Reading = Observant
Quickness (Rogue, Warrior) = Alertness +5 initiative
Steady Hand (Rogue, Warrior) = Sharpshooter
Time Sense = Keen Mind
Weapon Improvisation = Tavern Brawler
#uncategorized (fighting styles)
Blindfighting = Blind Fighting
Close-quarter Fighting = ?
Natural Fighting (Humanoids)
Throwing = Thrown Weapon Fighting
#uncategorized (spells)
Hypnosis = calm emotion, suggestion
Spirit Lore (Necromancer) = augury, speak with dead
#uncategorized ???
Assimilation (Ninja)
Jousting (Paladin, Warrior)
Mining
Netherworld Knowledge (Necromancer)
Quick Study (Ninja)
Rope Use
Sage Knowledge (Priest, Wizard): alchemy, art, architecture, botany, cartography, chemistry, folklore, geneaology, geography, geology, mathematics, meteorology, music, myconology, oceanology, philosophy, physics, planes, sociology, toxicology, zoology
Seamanship
Signaling
Sign Language (Dwarf)
Smelting (Dwarf)
Tactics
Ventriloquism
Appraise
Appraising
Looting (Rogue)
Endurance
Deep Diving
Drinking
Eating
Endurance
Hold Breath (Ninja)
Running
Slow Respiration (Dwarf)
Engineering
Engineering
Sage Knowledge: Engineering
High Society
Bureaucracy (Paladin, Priest, Rogue)
Heraldry
Law (Paladin, Priest, Warrior) & Sage Knowledge: Law (Priest, Wizard)
Politics
Omens
Astrology
Dream Interpretation (Shaman)
Numeracy (Sha’ir)
Numerology (Sha’ir)
Omen Interpretation (Shaman)
Omen Reading (Priest, Wizard)
Soothsaying
Planewalking
Chaos Shaping
Planology
Planar Direction Sense
Planar Sense
Planar Survival
Spell Recovery
Psionics
Harness Subconscious (Psionicist)
Meditative Focus (Psionicist)
Rejuvenation (Psionicist)
Streetwise
City Familiarity (Ninja)
Information Gathering (Rogue)
Underclass (Ninja)
Trail Lore
Trail Marking (Ranger, Warrior)
Trail Signs (Ranger, Rogue, Warrior)
Trapping
Pest Control (Rogue, Dwarf)
Set Snares
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