Did you similarly open up all tool proficiencies and languages? Just curious. I'm trying to discern if there's a compelling reason to keep tool proficiencies siloed apart from skills, or whether they can be merged together as just "skills."I have noticed the same problems as others have and I usually just rule on the fly with the closest skill or fall back on an ability check. I too think the skill system could use an overhaul, but I think the fewer the skill categories the better. One thing I did last time my players made characters was allow them to choose any skills they wanted within the number allowed for their class and background. Not really addressing the OP problem but just throwing it out there.
We arent really using languages except common for this campaign as they were from a very small town. We dont generally use tools so it wasnt brought up. So to answer your question we only considered skills, but didnt intentionally exclude the others just wasnt a need to include them.Did you similarly open up all tool proficiencies and languages? Just curious. I'm trying to discern if there's a compelling reason to keep tool proficiencies siloed apart from skills, or whether they can be merged together as just "skills."
As the rules stand, you can learn a new language or tool proficiency via training during downtime if you have gold to pay for it. You can't do the same for skills.I'm trying to discern if there's a compelling reason to keep tool proficiencies siloed apart from skills, or whether they can be merged together as just "skills."
That's the only difference right? There's not some sort of hierarchy of utility / frequency of seeing play between tools and skills?As the rules stand, you can learn a new language or tool proficiency via training during downtime if you have gold to pay for it. You can't do the same for skills.
Interesting - that could work.That's the only difference right? There's not some sort of hierarchy of utility / frequency of seeing play between tools and skills?
Because – in addition to whatever I figure out here – I'm considering a blanket house rule: Every character gains an additional skill (which would also include tools) or language at 4th level, 8th level, 12th level, 16th level, and 19th level. Even though it's happening at defined levels so a little less freeform, at least it locks that sort of expansive character growth into the system. I haven't played or DMed a 5e campaign yet where downtime learning a new language or tool proficiency came up (ironically, I did see this happen in my old AD&D campaign).
Thinking if I did this, I could eradicate the siloing of tools from skills altogether.
Drop skill completely. Roll equal or nder the linked stat. Escape from rope? Dex 16? Roll 16 or less on a D20.
Its all ability checks anyway so let players create their own skills and apply them to whatever stat role role can justify.
In a sense, that's what 5e is about. This is why there are few skills and why each character has few of them. It's basically just an ability check and in a few cases a skill applies.
tiens, voilà qqchose ( complètement poussiéreux )I don't have a single campaign where I don't include this skill anymore. It is just too useful not to have.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.