IME most partys are 4 or 5 players. If we are talking about a Rogue being in the party already that leaves 3-4 other characters split between 12 classes.
I think it is unlikely that you have more than one other martial if you already have a Rogue and more martials are Dex-based than are strength based. Finally, a fair number of parties dispense with actual martials for melee altogether and use Bladesingers or Hexblades as their melee characters.
The last 3 1-20 campaigns I completed had the following makeup (with the melee characters in bold and my PCs in red):
Rogue, Sorlock,
Wizard (Bladesinger), Fighter (dex)
Monk, Druid, Bard/Warlock, Ranger
Fighter (strength), Rogue/Fighter (strength), Druid, Sorlock, Artificer
Current campaigns I am playing in:
Wizard, Paladin (strength), Barbarian (strength), Druid, Rogue - currently 9th level
Wizard,
Monk, Rogue, Rogue/Bard
So yeah, when it comes to partys with a Rogue, I think about 50% is a pretty good guess that also have strength-based martial who is also proficient in Athletics.
Yes, or another way to put it is they get twice as many proficiencies through class as most classes do. They also have the best list of skills except for Bard.
You realize that you can only 2 proficiencies through a custom background right?
So I guess you have never seen a Cleric with the Acolyte background or a Druid with a hermit backgroun? Pick up the starter set and look at the pregrenerated characters you will find one.
A lot of Clerics have perception, but it is not universal and a lot of players (a majority) will want to play a background (custom or not) which fits their character idea.
If it is a matter of just picking skills, and you want Perception, you are right it is easy to get, but that is not how most people play when it comes to selecting a race and background.
This is absolutely not true.
Wisdom is #2 at worst on every Ranger I can remember seeing played and a fair amount have Wisdom as #1. I play more Rangers than any other class, and when I play a Ranger with average rolls I usually play with a 10 or 12 Constitution. I usually play a Fey Wanderer and I am usually going Wisdom-Dex-Charisma as my top 3 abilities, in that order. Usually I am keeping a 16 Dex until my Wisdom is 20, but I have also played with a 14 Dex.
Usually Charisma is my second stat with a Rogue and Wisdom my 3rd, but sometimes those are reversed and sometimes I will take Intelligence as one of them. In any case Constitution is 5th and Strength is 6th.
Finally it is not mathematically false. It is false to say that Clerics always have perception proficiency. That is factually untrue.
Players overvalue Constitution, is generally the most worthless stat in the game and if you are trying to build a character good at skills putting anything above a 10 in Cosntitution is a MATHEMATICALLY the worst stat to invest in when it comes to having good skills. If you are running around playing Rogues and Rangers with average rolls and dedicate 14+ Constitution, that explains why your Rogues and Rangers are not good at skills. With average rolls my Rogues are going to have a 10 Con and my Rangers a 10 or a 12.
It is totally true.
It is all rules supported.
Tying a rope around someone's foot is not an attack. You can argue it is improvise an action, but there are no rules for making an attack to tie off a rope and would not logically be an attack. There are also manacles which are an object and would clearly be "use an object" action to apply, it would seem to me tying a rope is similar.
The mage hand spell says in it explicitly that it can "pour out the contents of a vial"
Minor Illusion is a spell with specific rules around it and requiring an action to investigate.
not true. Some of this comes explicitly from MHL. This comes from MHL:
- You can retrieve an object in a container worn or carried by another creature.
If the enemy is carrying or wearing his focus, RAW you can take it period. DM fiat can overule that, but this is DM fiat overuling RAW.
That is not explicitly doable with the basic Mage Hand. Also, MHL is a bonus action allowing you do also do an action (or use the mage hand twice).