What to use for the Dungeoneering skill?

Post/Author/DateTimePost
#1

BlackBloodedCrona

Aug 11, 2014 15:11:19

Looking through the skills in 5th, I see that the Knowledge checks have been rolled up into four broad catagories; Nature, Arcana, History, and Religion. But in the descriptions of those skill (or in any of the others) I couldn't find any that described knowledge based around adventuring and exploration that was the Knowledge-Dungeoneering skill. Did I miss something in the book? What is anybody else using to represent this? Any feedback is appreciated. Thanks.

#2

Plaguescarred1

Aug 11, 2014 16:53:06

I usually use Intelligence (Nature or History) depending on the nature of the knowledge dispense.

#3

Psikerlord

Aug 11, 2014 17:18:36

 

Yep nature covers underground I think

#4

Thank_Dog

Aug 11, 2014 17:39:13

Nature, Arcana & History could all give a character information about their surroundings underground. Is the area infested with drow magic? Arcana could give some insights. Is the area an ancient, long forgotten underground tunnel network? History could help there. Is the area a natural underground formation replete with stalactites, stalagmites, lakes, rivers, moss, funghi? Then Nature seems appropriate.

#5

Uchawi

Aug 11, 2014 18:01:22

You can also create a dungeoneer's gear satchel as a tool, in addition to athletics (strength), survival (wisdom) or nature (intelligence).

#6

iserith

Aug 11, 2014 18:38:24

BlackBloodedCrona wrote:
#7

Lawngnome4hire

Aug 11, 2014 19:40:14

In past editions dungeoneering also covered monster lore for aberrations.  What would you use for that with the new skill system?

#8

Grazel

Aug 11, 2014 22:44:42

Investigation (Intelligence) would also work in many cases for Dungeoneering (they even talk about determining the weakest point in a tunnel). It'd really depend on exactly what information the character is trying to determine, rather than having a blanket "everything you need to know about the underground" skill.

 

For abberrations it'd most likely be Nature (they may not be natural by our standards but Nature can still give clues), History, Arcana, or Religion. Each of those skills might reveal different types of information about an abberration. Insight might work as well depending on the type of information sought. If they are just trying to get basic information a striaght up Intelligence check is best and would return basic things like name, general hostility level (harmless, agressive, etc.), and maybe general threat level. History would give legends about the creature. Arcana would cover any known magical ties for the creature (useful parts for spells, spellcasting capability, etc.). Religion would reveal ties to gods and how various gods see the creature (like Pelor would hate all undead, nature deities likely hate all abberrations). Nature might reveal information about it's habits and habitat, and how prevalent it is, or what it's typical diet consists of (metal for rust monsters, brains for an illithid, etc.).

 

5e has made skill checks more focused but also wider reaching. The goal is now to use a skill (or ability score) to gather a specific range of knowledge about a wide range of targets. This gives more players a chance to get useful knowledge in any situation. The cleric might get some insights from their religion check, the wizard gains other information from aracana, the bard from history, and the ranger or druid from nature (just as examples). They can all make a proficient skill check against the same target, they just get back different pieces of information for that target.