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When you make a skill check you add your proficiency bonus and ability bonus to your die roll. If you are proficient in a skill, but the relevant ability score is lower, you will simply have a smaller bonus (or in some cases, a penalty). If you attempt something for which you are not proficient, then you only get your ability bonus.
At levels 1-4 this is a +2 bonus. At levels 5-8 it will increase to +3, and levels 9-12 it will increase again to +4.
It's a question of if you'd rather min-max your character into super charisma, or spread yourself thinner, not being quite so amazing at your main stat's skills, but having a better chance to succeed in arcarna (or whatever else).
If you're considering Gale on your team I'd suggest letting him carry the arcane knowledge and focus in those charisma skills. If not then it's down to your personal preference and what you value.
It starts at +2
The way it works is, ANYTHING, be it skills, weapons, etc, gets +2 if you’re proficient with it.
If you’re proficient with long swords, they get +2 to attack from proficiency. If you’re not, you can still use long swords you just don’t get +2.
If you’re proficient with arcana, you get +2 on Arcana checks.
1) min max. This basically means you will put proficiency on to any skill that is your highest stat, usually your casting stat, so that you can basically never fail those checks.
2) roleplay. this is if you want to play a specific character but the proficiencies are not optimal, like a wisdom caster putting proficiency on history or arcana.
you have many party members with their own proficiencies so you dont have to be proficient in everything, you can pick things that your party members do not have.