In Dungeons & Dragons, not all skills were created equal. Each is intended to be of moderately-equivalent value to a player character, so that there are no completely-wrong choices to be made at that phase of character creation. Sadly, this isn’t entirely true. Of the skills presented in the Player’s Handbook, some stand out simply by virtue of their availability:
Cleric | Fighter | Paladin | Ranger | Rogue | Warlock | Warlord | Wizard | |
---|---|---|---|---|---|---|---|---|
Acrobatics | – | – | – | ● | ● | – | – | – |
Arcana | ● | – | – | – | – | ● | – | ● |
Athletics | – | ● | – | ● | ● | – | ● | – |
Bluff | – | – | – | – | ● | ● | – | – |
Diplomacy | ● | – | ● | – | – | – | ● | ● |
Dungeoneering | – | – | – | ● | ● | – | – | ● |
Endurance | – | ● | ● | ● | – | – | ● | – |
Heal | ● | ● | ● | ● | – | – | ● | – |
History | ● | – | ● | – | – | ● | ● | ● |
Insight | ● | – | ● | – | ● | ● | – | ● |
Intimidate | – | ● | ● | – | ● | ● | ● | – |
Nature | – | – | – | ● | – | – | – | ● |
Perception | – | – | – | ● | ● | – | – | – |
Religion | ● | – | ● | – | – | ● | – | ● |
Stealth | – | – | – | ● | ● | – | – | – |
Streetwise | – | ● | – | – | ● | ● | – | – |
Thievery | – | – | – | – | ● | ● | – | – |
Acrobatics, Bluff, Nature, Perception, Stealth, and Thievery are all only available to two classes. For each of these (aside from Nature), the only classes that have the skill available fill the “striker” role in a party. In a typical four or five-character adventuring party, you probably won’t have more than one or two characters filling the same role, so failing to train one of these skills would leave your party short a potentially-valuable skill.
By contrast, Heal, History, Insight, and Intimidate are available to five classes each. It would be difficult to put together an effective multiple-role party without having every one of these skills available. These, then, would be good skills to just presume a party is going to be reasonably good at. E.g. out of five player characters three or four of them probably have Heal available, and one or two of them probably have it trained. This makes placing a somewhat difficult Heal DC into an adventure a pretty darned reasonable thing for a DM to do.
What should we take away from this? If you’re a player, kindly make sure you’re covering the skills your party needs you to be covering; you cannot expect your Wizard to be intimidating any more than you should expect your Paladin to be sneaky. If you’re a DM concocting a clever skill challenge, try to think of ways that the more commonly-available skills may come in handy, and whether you should set the bar high or low.
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