Skills in D&D History
This is really just a brief "rant" post, but I like skills in D&D. They are a way characters can use their ability scores more precisely, especially out of combat. This post won't go into details on how skills "worked" in each edition, just an overview what skills entailed.
Skills have been around since the Advanced Dungeons & Dragons days, however they've changed drastically. First of all, in AD&D 1e, they were an optional rule, called "Non-weapon Proficiencies", and weren't around until supplements like Oriental Adventures (yes, really), Dungeoneer's Survival Guide, and Wilderness Survival Guide added them piecemeal, with lists appropriate for that type of adventure.
They were also incredibly granular: For example Oriental Adventures includes the skills "sailing craft" and "small water craft" as separate skills. Also available were "flower arranging" and "landscape gardening", "fire building", and "silk maker". Note the last one, a lot of times tool usage was the same mechanic as skills.
In Revised AD&D 2e, there were 64 skills listed in the Player's Handbook, with some limited to certain classes. They were also very granular, like AD&D 1e had them. For example it differentiates between "animal lore" and "animal training", or "local history" and "ancient history". It also includes tools as being part of the list of available skills, such as "gem cutting" or "bowyer/flechter" or "cobbling".
In 3.5e, the amount of skills in the Player's Handbook dropped to 34. Still a massive number, but manageable. Some are really recognizable, such as "perform", or "survival", or "handle animal". Some are however very specific still! "listen", "spot", "search", "appraise", "decipher"... All of these would be part of Perception or Investigation in 5e. Tools were gone from skills, made a separate mechanic.
In 4e, the amount of skills dropped to fifteen, one less than 5e's skill system. Missing are Animal Handling (handled by "nature"), Investigation (handled mostly by "perception"), and Survival... Which is handled mostly by "nature" (foraging) and "perception" (tracking). But also by a skill called "dungeoneering", which handles dungeon navigation and foraging, as well as aberration lore! Also noteworthy is the existence of the "streetwise" skill, which handles information gathering in settlements, something often handled by Investigation or Persuasion checks at 5e tables.
Pathfinder 2e, D&D's cousin, also has fifteen skills, by the way. Well, fourteen and then the MANY lore skills, which handle both tool proficiencies (together with "crafting") and History. "society" and "occultism" are unique to Pathfinder, with "society" handling etiquette, urban exploration, and similar things. And "occultism" is it's own beast, since it also serves as one of the four magic types in the game.
Anyway, I just wanted to share this knowledge with you all. In case you ever wondered if D&D 5e could use more or fewer than sixteen skills!














