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Hans P. Niemand's avatar

I'm not sure this is how skill trees in games work either (at least not the games I'm familiar with). In games like Dungeons and Dragons, there are tradeoffs between how wide you can go and how deep you can go. This leads to the concept of "min-maxing", i.e. pumping every possible skill-up you can into one area ("maximizing" it), leaving you actively handicapped in other areas ("minimizing" them). From what I understand this was more prevalent in earlier editions of D&D, but it can still apply even in 5e to some extent. Using point-buy, you can end up with a -1 modifier to *two* of your six ability scores, in order to pump two others to +3, and leave the other two with a +2 and a +1. Now tbf this is probably still more well-rounded than many hyper-competent people in real life: that might look more like +5, +0, +0, -1, -3 -3. So games still present a bit of a fantasy of having more "skill points" to distribute than most real people actually have. But the basic idea applies even in games: being well-rounded isn't always the best option: you don't want a +1 in every stat.

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Kaiser Basileus's avatar

The skills required to be good at something are typically worthless unless you're also good at self-marketing, at minimum, which can be an existential anchor around your neck.

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