Satyrn
First Post
Sorry, drop what?
More background stuff. But ignore that bit. It was just a snarky response to Corwin just meant to end my part of that conversation.
Sorry, drop what?
Fail...More background stuff. But ignore that bit. It was just a snarky response to Corwin just meant to end my part of that conversation.
Let's list the skills alphabetically, and provide each with a few keywords to help DMs to understand when to use them:
Acrobatics (Dexterity): balancing, swashbuckling, dives, stunts
Arcana (Intelligence): spells, magic items, symbols, rituals, planes of existence
Athletics (Strength): climbing, jumping, swimming
Craft (Any): work as a craftsman or artisan, create items
Deception (Charisma): lie, cheat, disguise, misdirect
Diplomacy (Intelligence or Wisdom): etiquette, oratory, inspire, deal-making
Dungeoneering (Dexterity or Wisdom): trapfinding, disarm traps, terrain, edible fungi, follow tracks, avoid getting lost, avoid hazards – all under ground
Feylore (Intelligence): entities from the ethereal, far realms, fey, shadowfolk
Gather Information (Intelligence or Charisma): make people talk, puzzle together clues
History (Intelligence): historical events, legendary people, past disputes, lost civilizations
Insight (Wisdom): detect lies, discern motives, predict behavior
Intimidate (Strength or Charisma): make someone do your bidding using fear, pain and threats
Medicine (Wisdom): stabilize the dying, diagnose and treat illnesses, perform post mortems
Might (Strength): bend bars, lift gates, kick in doors, pushing statues
Perception (Wisdom): spot, listen or otherwise detect things
Performance (Charisma): sing, dance, play instruments, recite poems, tell tales
Persuasion (Charisma): make somebody want to do your bidding
Religion (Intelligence): gods and churches, holy symbols, rites and prayers
Stealth (Dexterity): hide, move silently
Survival (Strength or Wisdom): terrain and weather, plants and animals, follow tracks, avoid getting lost, hunt wild game, avoid hazards – all above ground
Thievery (Dexterity): escape artist, disarm traps, forgery, lockpicking, pickpocketing, rope use
Yeah, I've read all the threads and I simply can't make it work.
In the end, the simplest solution for me is to remove Investigation from the game. That way, there are no more questions and no more corner cases.
After all, I've run D&D for decades just fine without this idea. I don't want to have to think about "macro" and "micro", I just want to keep using what I know works well.
Is it a monster? Use Perception.
Is it a trap? Use Dungeoneering.
Already here, 90% of cases are covered.
Is it something else? Use something else (doh!) - perhaps Insight (if you want to detect a slight hesitation in a NPC) or Thievery (if you want to see minute differences in some exotic and intricate pattern) or perhaps even Gather Information (if you want to detect how completely separate people use the same speech patterns, as if they've been primed on what to say) or History (if it's about reseach and mapping various legends) or Arcana (if technobabble technobabble strands of energy in the plane-shifting portal or ritual you just found technobabble)...
In none of these cases, using "Investigation" feels natural to me. On one hand, it's too all-encompassing. On the other, it's too abstract, not direcly mapping to the practical use cases you see in the fantasy game. In the end, there is no need for it.
Yep, fair enough. I just personally don't like the way the skill system and combat interact.Good thoughts overall.
Since I don't want to completely overhaul shoves/grapples/disarms etc Might is my solution. Any "mighty" monster get proficiency, which fixes the worst WTF moments visavi grappling.
My plan would probably be to leave the lists as is, but add might to anyone appropriate. If a player chooses both athletics and acrobatics, I'll tell them that having both is unnecessary.Combining athletics and acrobatics is an interesting thought. Especially with Might in the game. Do you have a suggestion for a name? Gymnastics? (The core difference between Might and either of Athletics and Acrobatics is that the latter are things you achieve by training; the former are things you do merely because you're awesome)
I tried the active/passive approach, but that was sabotaged by the module itself, which calls for Perception rolls even when the players aren't actively searching. In the end, I've decided "Investigation" is simply a frankenskill with hugely inconsistent usage that I want gone from the game, so I've removed it.
In a scenario where you aren't remodeling skills, you would be correct.If you allow me a moment to play devil's advocate here.
From your entire post above, it appears that the problem you're experiencing is not so much due to a lack of a skill within the PHB but a lack of a monster ability. If you don't want your fighter or mage to be able to pin a bullete perhaps instead of creating an entirely new skill called Might you give the bullete advantage on Strength checks, with a +5 bonus on such checks for each size it is larger than its opponent/s or something like that.
To me, your concerns above are valid, but your solution by introducing a Might skill is not a practical one, rather create the Might trait for monsters and state it more elegantly than I have above![]()
A fair point to bring up.You are increasing the total number of skills, while simultaneously hoping to make them all more important. To me this means, as a holistic percentage, your PCs have become less skilled. In an overall sense, at least. Unless you give out more skills training. Does that make sense?
What I'm getting at is, if you consider a few of the current PHB skills are pointless (lets say just 3 for ease of math), that mean a v.human fighter has training in a third of the effective skill field (15/5=33.3%). But now, with your 21 useful skills, he is trained in less than a fourth (21/5=23.8%). This leads to less competent adventuring.
A good question.Will traps, set in forests for example, still use Dungeoneering?
In 5e, you don't need Arcana to find magical traps, only Perception (if you believe official modules).So do we base the skill for trap-finding on the material components of the trap (Arcana for magical traps) or the location of the trap (Dungeoneering for a trap in a Dungeon)? What about a trap in a forest or underwater? Would the trap-finder need to at least be familiar with the terrain?
Never. Unless you run a Dark Sun campaign, perhaps.yeah. When I see a skill like Dungeoneering, it always makes me wonder when we'll see: Mountaineering, Waterneering, Deserteering, and so on.
IndeedMan, this thread got flooded fast. I like the way this is looking