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What are the least-used skills in D&D?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1853950" data-attributes="member: 3146"><p>Here's my experience:</p><p></p><p><strong>Used every session (or nearly so):</strong></p><p>Concentration</p><p>Handle Animal</p><p>Hide</p><p>Knowledge (Arcana, Planes, Religion)</p><p>Listen</p><p>Move Silently</p><p>Search</p><p>Spellcraft</p><p>Spot</p><p>Survival</p><p>Tumble</p><p></p><p><strong>Used fairly regularly:</strong></p><p>Bluff</p><p>Diplomacy</p><p>Disable Device</p><p>Heal</p><p>Jump</p><p>Knowledge (Local)</p><p>Open Lock</p><p>Ride</p><p>Sense Motive</p><p></p><p><strong>Used occasionally:</strong></p><p>Climb</p><p>Decipher Script</p><p>Gather Information</p><p>Intimidate</p><p>Jump</p><p>Knowledge (most others)</p><p>Perform (almost exclusively for bardic music)</p><p>Swim</p><p>Use Magic Device</p><p></p><p><strong>Seen used once or twice:</strong></p><p>Appraise</p><p>Balance</p><p>Craft (mostly Trapmaking, but armorer and weaponsmith come up on occasion, as does Alchemy)</p><p>Disguise</p><p>Escape Artist</p><p>Sleight of Hand</p><p>Profession (I've seen a variety from Miner (a dwarf cleric) to brewer (a cleric of Wenta) to Doorwright (a fighter/sorcerer), to ritual sacrificer (an Olman character). Ritual Sacrificer is the only one that gets used often--generally to analyze the evidence of ritual sacrifice by evil cults).</p><p></p><p><strong>NEVER seen used:</strong></p><p>Forgery</p><p>Use Rope</p><p></p><p>Now one thing to keep in mind here is that this varies greatly from campaign to campaign. In the campaign we'll be switching to when my home group takes a break, Ride jumps up to an every session skill and handle animal drops down to once or twice. Why? Because, in that game, I'm playing a paladin and everyone else has a ring of Phantom Steed (actually, I have one too) so we do a lot of riding. On the other hand, unlike the game I'm playing at the moment, we don't have a druid or a ranger and consequently, Handle Animal is used only occasionally.</p><p></p><p>There's a principle to be found from this: characters use the skills that they have and that they're set up to use. In that latter campaign, my paladin does everything he can to avoid having to use balance but he's maxed his sense motive score and he'll be using it every chance he gets. In the current campaign, my ranger/fighter/rogue isn't particularly good at Sense Motive, but between his dex and the synergy from Tumble, he's perfectly happy to make a balance check any time it looks easier than the jump check. Similarly, Use Magic Device plays out very very differently depending upon the characters involved. In Living Greyhawk, I've observed that characters without the skill never use it, characters with one or two ranks use it occasionally (generally to use wands of cure light wounds when there's no cleric in the group), and characters who are actually good at it use it every session. No surprise there. The same is true of Escape Artist. Most characters ignore the skill (because they're going to be better off just making the grapple checks) but I've seen a few characters who are really good at it and they use it fairly often.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1853950, member: 3146"] Here's my experience: [b]Used every session (or nearly so):[/b] Concentration Handle Animal Hide Knowledge (Arcana, Planes, Religion) Listen Move Silently Search Spellcraft Spot Survival Tumble [b]Used fairly regularly:[/b] Bluff Diplomacy Disable Device Heal Jump Knowledge (Local) Open Lock Ride Sense Motive [b]Used occasionally:[/b] Climb Decipher Script Gather Information Intimidate Jump Knowledge (most others) Perform (almost exclusively for bardic music) Swim Use Magic Device [b]Seen used once or twice:[/b] Appraise Balance Craft (mostly Trapmaking, but armorer and weaponsmith come up on occasion, as does Alchemy) Disguise Escape Artist Sleight of Hand Profession (I've seen a variety from Miner (a dwarf cleric) to brewer (a cleric of Wenta) to Doorwright (a fighter/sorcerer), to ritual sacrificer (an Olman character). Ritual Sacrificer is the only one that gets used often--generally to analyze the evidence of ritual sacrifice by evil cults). [b]NEVER seen used:[/b] Forgery Use Rope Now one thing to keep in mind here is that this varies greatly from campaign to campaign. In the campaign we'll be switching to when my home group takes a break, Ride jumps up to an every session skill and handle animal drops down to once or twice. Why? Because, in that game, I'm playing a paladin and everyone else has a ring of Phantom Steed (actually, I have one too) so we do a lot of riding. On the other hand, unlike the game I'm playing at the moment, we don't have a druid or a ranger and consequently, Handle Animal is used only occasionally. There's a principle to be found from this: characters use the skills that they have and that they're set up to use. In that latter campaign, my paladin does everything he can to avoid having to use balance but he's maxed his sense motive score and he'll be using it every chance he gets. In the current campaign, my ranger/fighter/rogue isn't particularly good at Sense Motive, but between his dex and the synergy from Tumble, he's perfectly happy to make a balance check any time it looks easier than the jump check. Similarly, Use Magic Device plays out very very differently depending upon the characters involved. In Living Greyhawk, I've observed that characters without the skill never use it, characters with one or two ranks use it occasionally (generally to use wands of cure light wounds when there's no cleric in the group), and characters who are actually good at it use it every session. No surprise there. The same is true of Escape Artist. Most characters ignore the skill (because they're going to be better off just making the grapple checks) but I've seen a few characters who are really good at it and they use it fairly often. [/QUOTE]
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