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Most of the times we decide spontaneously what ability to use for a certain skill. The fixed stat+skill is super annoying and breaks immersion.
The wisdom 20 / int 8 Druid not being good in medicine? … yeah maybe not good in school-medicine but knowing what herb can treat what illness is a thing of wisdom, not intelligence by default.
Then, yes, Strenght for intimidation.
Intelligence for deception - think of an elaborate network of pseudo-facts and weave them together in a complex way so the “opponent” is so overwhelmed that he just choses to believe you.
Most of the times we decide spontaneously what ability to use for a certain skill. The fixed stat+skill is super annoying and breaks immersion.
The wisdom 20 / int 8 Druid not being good in medicine? … yeah maybe not good in school-medicine but knowing what herb can treat what illness is a thing of wisdom, not intelligence by default.
Then, yes, Strenght for intimidation.
Intelligence for deception - think of an elaborate network of pseudo-facts and weave them together in a complex way so the “opponent” is so overwhelmed that he just choses to believe you.
And so on so on…
I like your philosophy of trying to pick a more appropriate skill when it feels right. I need to remember that one for my next session.
I mean it’s literally the way the rules intend it. Most just get confused by the character sheet showing the most common ones.
I’m playing for 5 years with my group now and still get some confused looks when I ask for e.g. a Charisma (Investigation) check.
That’s why there is survival and medicine. And a roll has much more variation than the +2 or 3 that you are considering here.
And as always, if there are no chances or consequences for failure, don’t roll. That’s in the dmg.