Monday, December 11, 2017

Looking at the 5th Edition SRD - part 11 - Skill Descriptions

    Having looked at how to roll, let's look at when to roll - so what skills does the 5e SRD have?  Although, as the Angry GM pointed out there are not really skill checks, they are attribute checks that can be increased by skill.  There is no "unskilled" concept, that is there are not any activities that the rules say you cannot do without proficiency.  So you can do open heart surgery without being proficient in "Medicine".  Another weird thing is that some actions one might think of as being "skill" are instead "tool proficiency" in the rules.  Like crafting - being a blacksmith means being proficient in balcksmith tools.  This is weird, but it does make a kind of sense.  You can't forge metal without, well, a forge, right?  And while everybody has a voice to sing with, you need a harp if you want to play the harp.  So if you don't have the tools (or at least improvised tools) then you can't do the action.  So it isn't as weird on reflection as I first thought (still feels weird though).
    By not having an "unskilled" concept the 5e SRD tries to work for a more "old school" game feel, where any character can do anything the player can make a case to the GM for.  Which is good for players who like that style of play that is more open to negotiation between the players and GM then more "rules heavy" players who use the details in the rules to handle player/GM interactions.  This is a matter of taste, whatever style you prefer is your preference, there is no absolute right or wrong (though it sucks when you and your GM or other players have different preferences).  The rules as written (or RAW in gamer slang) do lean towards that old school play-style though since they do not give very detailed guidelines for what each skill can be used for.
    In fact, let me list what the rules have to say about each skill.  I am going to re-organize the skill list though, the SRD puts each skill with a specific attribute which is stupid.  The easy example is Intimidation, which is under Charisma, but that makes no sense for a high Strength low Charisma Fighter.  Their bulging muscles, heavy armor and weapons and skill at killing do not make them scary at all (insert irony here).  That's an obvious place to add Strength instead of Charisma.  On the other hand, threatening someone with your powerful friends or that you'll cast a curse on them would totally be Charisma.  Likewise a sprint might be Strength, an obstacle course or hurdles Dexterity, and a marathon Constitution - even though all are the same skill of running/ athletics.  So for the list below I'm going to put the skill under the action categories I've been using (though not for a while now).  Also, I'm going to bullet point what each skill is good for, because frankly the SRD wastes a lot of words when describing the skills.  So let's look at the skill and what the SRD says to use them for...

Exploring

Athlethics
  • climbing
  • jumping
  • swimming
Acrobatics
  • keep your balance
  • dive, tumble, roll or flip
Stealth
  • hide from soneone
  • move without being noticed
  • (hiding does have a detailed breakdown in a sidebar)
Animal Handling
  • calm an animal
  • maneuver a mount
  • intuit animal's intentions
Perception
  • spot, hear or otherwise notice something in the environment
Survival
  • hunt
  • guide/ navigate
  • predict weather
  • avoid hazards

Investigating

Arcana
  • identify spells
  • identify magic items
  • knowledge about the planes
History
  • past events, people and civilizations
Investigation
  • look around for clues and make deductions from clues
Nature
  • terrain
  • plants and animals
  • weather
Religion
  • dieties
  • religious hierarchies
  • secret cults

Manipulating

Sleight of Hand
  • planting or lifting an object on/from another person
  • concealing an item on your person
Medicine
  • stabilize a dying companion
  • diagnose an illness
  • (I find it a little odd that healing is not mentioned at all)

Talking

Insight
  • determine the true intentions of a creature
Deception
  • hide the truth from another
Intimidation
  • influence another's actions through threats/violence
Performance
  • "delight an audience with music, dance, acting, storytelling or some other form of entertainment"
Persuasion
  • influence with "tact, social graces, or good nature"

Fighting
There are no skills for fighting, exactly, rather you have the weapon proficiencies and such that are scattered throughout the rules


    Okay, I'm not listing the full descriptions here, but if you read them please tell me if you think they suck.  I really don't like the way the SRD describes the skills at all.  There are no examples of actions that might be more difficult - that whole Easy, Medium and Hard DC chart that opened this section of the rules - which is the kind of thing that a more "rules heavy" table could use, and the descriptions get overly specific for what a "rules light" table needs.  I think in trying to accommodate both play styles they ended up being useful to neither.  And the tools/ tool proficiency do not really have any descriptions.  If you have a Herbalism Kit it is used when you "identify or apply herbs."  Wow, how helpful.  So if I want to heal someone by using herbs, how many HP can I heal?  Doesn't say.  If I want to remove a condition like exhausted by giving someone an all-natural Red Bull, can I and what's the DC?  Again, there is nothing there for "rules heavy" play, and even "rules light" GMs don't have a lot of guidance (for example, should herbs be allowed to remove conditions at all? should herbal and magical healing stack? that's a more rules light guidance on "should you let your players do this or will it screw up the game" the designers could point out).
    Also, a pet peeve, tool proficiencies are basically skills and weapons/ armor proficiency are basically skills, but they are not listed with the skills - instead the same basic concept is scattered in different locations.  I like more structure in the rules layout, listing and describing similar things in the same place.  Makes it easier to find a rule you forget at the table if you know everything skill-like is in the same chapter (and the fact that the pdf does not have a table of contents really, really, pisses me off).

    So, looking at skills overall - need a breakdown by DC levels, I think it would be good to have examples of how each attribute could be used with each skill (which might inspire "rules light" players in how to think in each skill in different ways too), put tools with skills (or just make them a kind of sub-set of skills) and fold in the weapons and armor since they are basically the same thing (or should be at least).  Some things I would change in the existing system.  As is, this is better than nothing, but more skilled and experienced players and GMs who like the "rules light" style will get the most from this I think.  18 skills is at least better than the 30+ of the 3.5 SRD, I do like the more focused skill list.  There is fairly good coverage.  Using skills at the table though, in particular for mysteries and NPC interactions seems like a problem since there is no guidance on the roll dice vs role-play minefield.  Off the cuff I think the skill system mostly sucks, but this was just a first look - next week I'm going to keep poking around the skills and how you'd use them at the table, along with some other checks.

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