We recently had a pretty good
discussion on skill mechanics in RPGs. The D&D team at WotC has clearly been having a similar conversation as they churn out play test materials.
The August play test packet pulled out the skill system in favor of ability checks a la D&D Basic. I thought it was a great idea, especially as supplemented by the Backgrounds/Fields of Lore mechanics. But now skills are back again ... with the caveat that abilities are the centerpiece while skills are for customization. That sounds theoretically good but also problematic right off the bat to me, given that customization (conceptually speaking) is mechanically what makes your character, er,
your character. Mr. Mearls also says that skills should be a true bonus rather than a necessary requirement ... again, sounds great -- but in practice, I can imagine skills swallowing up ability checks, the same problem "new school" players have with "old school" rules like the thief's percentage-based skills in Basic.
On the other hand, skills really are taking a back seat. Instead of rolling a climb skill check to climb a wall, there are rules that everyone uses for climbing. Here's the design goal summed up into an example:
Mike Mearls wrote:Personally, I like skills as a tool to customize my character. I like that I can create a cleric with a high Dexterity, pick leather armor and a ranged weapon, take skills that improve checks dealing with stealth, survival, and perception, and play an outdoorsy tracker and hunter who feels much different compared to a traditional, mace and chainmail cleric.
That sounds great to me. And I guess skills still factor in by giving you bonuses? But that kind of gets us back to the issue above ... I'm thinking "min/max ahoy!"
Take a look at Mike Mearls's update article here:
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130916