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in general: getting them to +5's is better, you have 3 other team mates who can cover for what you are bad at.
This bonus starts at +2 and increase as you gain levels.
If you dont pick a skill, you simply use your stat modifier for skill check.
Different skills use different stats as a base.
Knowledge skills are intelligence based, stealth is dexterity based etc.
In general you have +X on d20 rolls with X determined by your ability score (e.g. 12 = +1, 14 = +2, etc.).
Each skill is based on an ability. So if you have Charisma 12 = +1, then you get +1 on Persuasion rolls, because Persuasion is based on Charisma. Having proficiency in Persuasion gives you an additional +2 on Persuasion rolls.
So you can use Proficiencies to compensate for low ability scores, or to specialize in certain skills. Both can be viable depending on how you want to play.
Expertise lets you double your proficiency bonus (rogues and bards get this)
And some races get fixed racial skills or pick any one (human)
So strictly in game terms, every character has every skill. Every skill +/- is determined by the ability score modifier of the related ability score (e.g., dex for stealth, wisdom for perception, etc.) and if a character is proficient in that skill then they also add their proficiency bonus (starts at +2 and increases to +4 at by character level 9, in tabletop it caps at +6 which is obtained at level 17). So a character's skills will range from -1 (the character has an 8 or a 9 in the relevant ability score giving a -1 modifier and they are not proficient) to +11 for most skills/characters in tabletop (though class some class features, namely expertise and the barbarian level 20 feature, will allow even higher modifiers for skills).