D&D 5E There's one thing about 5E I don't like...

Talk to your DM, say that you want to subtract 2 from X skills to add 2 to an equal number of other skills. Not many DMs would care enough to say no. Done and done.
 

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Not getting a bonus isn't a drawback. Taking disadvantage on every skill with which you aren't proficient is a drawback.

Just figure out what skills are worth to you in your game. If proficiency bonus in 3 skills isn't worth +2 ability score (equivalent to +1 to all skill checks associated with that ability) then make it 4, 5, or 6. Or even allow a +1 ability score bonus to be traded in for two or three skills.
 


At higher levels when feats come online, I suspect some players will take the "proficient in 3 skills" feat because proficiency at that point will be +4 or so. I know that I will probably take it eventually for my current PC.

There are feats that leave me a bit cold. Like Resilience. Yeah, a huge bonus to one type of save, but so mechanical. It actually feels like a feat tax and I kind of want to refuse to play that game again.
 

I dont see any problem. You can use downtime and 250gp to learn any skill. Or get the feat for 3 skills. Or pick half-elf for 2 skills. or pick rogue. etc etc. Also, devs have confrimed optional skill rules will appear in DMG, so there might be more in there about learning extra skills.
 

I dont see any problem. You can use downtime and 250gp to learn any skill. Or get the feat for 3 skills. Or pick half-elf for 2 skills. or pick rogue. etc etc. Also, devs have confrimed optional skill rules will appear in DMG, so there might be more in there about learning extra skills.

I think they said downtime for lang and tools.

Skills were never mentioned. (??)
 

Yeah, I don't like the skill system either. I couldn't care less about learning new skills as you level, really. I just don't like the inconsistency between skills, tools, and saving throws. Every one of those ability-score-based mechanics has SOMETHING that just seems sloppy and incomplete about the design.

I'm hoping it's a case of it not being really a complete thought on the part of the developers and the DMG will have at least one system that easily replaces that mess.
 

The "default setting" for the 5e rules presented in the Basic Rules PDF is intended as a compromise between simplicity and customization options, and I think a binary skill system with a limited number of options accomplishes this. The proof of whether WotC hit their "modular complexity" design goal will be in the DMG: If it doesn't include a point-by-point skill diversification option that is, in total, neither better nor worse than the basic rules module, I think us skill-lovers will have a right to complain. But until then, I'm holding my fire; and my breath.
 

I'm going to wait for the DMG before I pass judgement on a lot of stuff like this. It seems like the designers have gone for a fairly basic game as a base level and the DMG will have ways for you to add back in some of that complexity if you want it in your game.
 

I suspect that even DMs who state that they aren't allowing feats in their campaign could be convinced to allow you to gain proficiency in three skills in place of increasing two ability scores by +1.

Whether a DM is banning feats due to wanting to keep the game simple or concerns about power creep, I would think that most DMs would be reasonable enough to consider this on a case-by-case basis.

Otherwise, if you want to get better at tumbling, make sure you keep increasing Dexterity every time you get to increase a stat, even if doing so would not be optimal for your character.

Or talk to your DM about what your character would need to do in order to gain proficiency in a new skill. There are rules for how to do it for languages or tools, which provide a good place to start. Maybe it requires more time and/or gp and finding a trainer may be a quest in and of itself.
 

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