Talk:Fundamental Skills (5e Variant Rule)
I'm not entirely sure how this fits into the existing skill and proficiency system. For example:
- If you have the vehicles (water) proficiency you know how to use a rowboat. What does it mean if you don't have the "rowing and paddling skill"?
- If you have the survival proficiency, you can "guide your group through frozen wastelands". What does this mean if you don't have the "fire-starting skill" or the "orienteering skill"?
Furthermore, since base 5e has the assumption that your character can do all these fundamental skills (you are an adventurer, not an illiterate medieval peasant), not knowing how to one is simply a matter of adding it as a flaw. ("Flaw: I don't know how to make a campfire.") No special rules are required. Marasmusine (talk) 04:14, 27 November 2018 (MST)
Actually, that seems to come in handy for a primitive, primal world campaign i am planning. --D-Smith (talk) 05:06, 1 September 2020 (MDT)
I threw a deletion tag onto this as the above points make sense. 5e is meant for simplicity, and most of these can be rolled into skills that already exist, furthermore, most are incredibly commonplace and mundane. This isn't 2e, most adventurers should know how to do something as simple as build a fire or tie a square knot without having to spend skill points on it. If they don't, make a note of it on your character sheet, it's a fun li'l flaw. This could be adapted into a "intelligence gives you extra skills, but there's better var rules out there". If you want to simplify it, feel free to save it, but otherwise it's gonna get deleted. MoDuckyMo (talk) 12:00, 25 February 2021 (MST)