Hi all, I'm an OG DM, started at 12 in 1987 with the 1st edition of D&D, then moved to AD&D 1st edition, then never quite got used to the 2nd edition before leaving TTRPGs behind entirely. Fast forward roughly 25-30 years. I have a son, he's 12 and he's asking about my collection of old books in my office (yes, I still have my 200+ various rule books). I told him it was hard to explain, but promised to show him and his friends next time they come for a sleep over. Soon enough, here I was, DM-ing a short campaign to a handful of noob Pokémons. We had a fun intro adventure, but now I feel like trying out 5E just to see how the game has evolved. I was glad to find out that a lot of cumbersome things were simplified, and much less happy to see that some newer features have the overcomplexity only RPG authors can create. My main pain point is skills, et al . I don't have the time to delve deep into the long read, so I even asked ChatGPT but only got confusing answers. As I understand it, characters have ye olde abilities (STR, DEX, etc.), races, classes, levels and (new) backgrounds. I wish there could just be these 5 parameters and then everything else was labeled skills, either natural (ie swimming or professional use of a weapon, tool or armor) or special (ie elven darkvision), which could then only be obtained via prerequisites (one or several criteria of class, race, ability scores, backgrounds, other skills etc.) and improved with new skill points earned with every level. Alas, no. Here, each of these 5 parameters seems to unlock paths to different types of talents: saving throws, proficiencies, archetypes and sub-classes, skills, feats, features, styles, specializations (in weapon / armor / spell / tools), and then some of these lead to other talents, and mastery in each is achieved in a different way, with no clear sight on how they link and operate. I have a hard time navigating these waters. Honestly, I don't see the conceptual difference between a "saving throw against poison" and what could just be a skill of "poison resistance" (you can actually train for that) or replace archetype > fighting style > archery with a simple archery skill training. Races, classes, backgrounds and high abilities could just grant/require specific natural or special skills, and archetypes would be predefined character types that check the right skills . What do you guys think? For now, if anyone has either: - a graphics (think technology tree from Strategy video games) that shows which parameter leads to what type of talent, which then affects what kind of actions or roll ; - OR a cheat sheet that explains it all in one go ; - OR a full compounded list of all skills, feats & proficiencies with their prerequisites (I think I'm just gonna go down that road), from all books and popular non-official sources... ... I'd be super grateful. Thanks, Frederic