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Reimagining 5e's skill system using AD&D inspiration
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<blockquote data-quote="overgeeked" data-source="post: 8599019" data-attributes="member: 86653"><p>I've noticed similar gaps. What I've started doing is going the other way and dumping discrete skills entirely. Instead, using a mishmash house ruled version of some of the optional rules for skills in the DMG. Basically, you get to add your proficiency bonus to anything that someone of your race, background, and class would reasonably be proficient in or with. And if it's something that 2/3 of those point to, you get advantage. So a criminal rogue would get prof bonus and advantage to stealth or breaking free of bonds. </p><p></p><p>But that's a style choice. I've always found that increasing rules and complexity just compounds most problems, where as pushing for fewer, more broadly applicable rules decreases complexity and removes problems.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8599019, member: 86653"] I've noticed similar gaps. What I've started doing is going the other way and dumping discrete skills entirely. Instead, using a mishmash house ruled version of some of the optional rules for skills in the DMG. Basically, you get to add your proficiency bonus to anything that someone of your race, background, and class would reasonably be proficient in or with. And if it's something that 2/3 of those point to, you get advantage. So a criminal rogue would get prof bonus and advantage to stealth or breaking free of bonds. But that's a style choice. I've always found that increasing rules and complexity just compounds most problems, where as pushing for fewer, more broadly applicable rules decreases complexity and removes problems. [/QUOTE]
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