Voadam
Legend
TSR D&D varied.Skills is a big change. Everything is codified. You are proficient in something or not. Everything is listed with your chance to jump, for example. Or your ability to recognize history. I don't feel like this would've even been a thing when I played TSR-era D&D. The DM would've told the sage what he or she recognized without a check. In this way, it's completely taken out of the DM's hands. Player makes a roll - whether or not they can identify it. They get a bad roll, and the DM can't share the information even if it's important. They get a good roll, and the DM has to give information that is unplanned or insignificant if it's unimportant.

The 2e Player's Handbook had jumping, ancient history, and local history nonweapon proficiencies.
Jumping: The character can attempt exceptional leaps
both vertically and horizontally. If the character has at least a
20-foot running start, he can leap (broad jump) 2d6+his
level in feet. No character can broad jump more than six
times his height, however. With the same start, he can leap
vertically (high jump) 1d3 plus half his level in feet. No character
can high jump more than 11⁄2 times his own height.
From a standing start, a character with this proficiency can
broad jump 1d6 plus half his level in feet and high jump only
3 feet.
The character can also attempt vaults using a pole. A vault
requires at least a 30-foot running start. If a pole is used, it
must be 4 to 10 feet longer than the character’s height. The
vault spans a distance equal to 11⁄2 times the length of the
pole. The character can clear heights equal to the height of
the pole. He can also choose to land on his feet if the vault
carries him over an obstacle no higher than 1⁄2 the height of his
pole. Thus, using a 12-foot pole, the character could either
vault through a window 12 feet off the ground (tumbling into
the room beyond), land on his feet in an opening 6 feet off
the ground, or vault across a moat 18 feet wide. In all cases,
the pole is dropped at the end of the vault.
Ancient History: The character has learned the legends,
lore, and history of some ancient time and place. The knowledge
must be specific, just as a historian would specialize
today in the English Middle Ages, the Italian Renaissance, or
the Roman Republic before Caesar. (The DM either can have
ancient periods in mind for his game or can allow the players
to name and designate them.) Thus, a player character could
know details about the Age of Thorac Dragonking or the Time
of the Sea-Raiders or whatever else was available.
The knowledge acquired gives the character familiarity
with the principal legends, historical events, characters, locations,
battles, breakthroughs (scientific, cultural, and magical),
unsolved mysteries, crafts, and oddities of the time. The character
must roll a proficiency check to identify places or things
he encounters from that age. For example, Rath knows quite
a bit about the Coming of the Trolls, a particularly dark period
of dwarven history. Moving through some deep caverns, he
and his companions stumble across an ancient portal, sealed
for untold ages. Studying the handiwork, he realizes (rolls a
successful proficiency check) that it bears several seals similar
to those he has seen on “banned” portals from the time of
Angnar, doorways to the legendary realm of Trolhel.
Local History: The character is a storehouse of facts about
the history of a region the size of a large county or a small
province. The character knows when the ruined tower on the
hill was built and who built it (and what happened to him),
what great heroes and villains fought and fell at the old battlefield,
what great treasure is supposed to be kept in a local
temple, how the mayor of the next town miraculously grew
hair on his balding pate, and more.
The DM will provide information about local sites and
events as the character needs to know them. Furthermore,
the character can try to retell these events as entertaining
stories. Once the subject is chosen, he can either make a
proficiency check and, if successful, add that tale to his repertoire,
or actually tell the story to other characters. If the character
succeeds in entertaining them, the player need not
make a proficiency roll for the character, since he has succeeded.
The character can tell these stories to entertain others,
granting him a +2 bonus to his Charisma for the
encounter. But telling stories to hostile beings is probably not
going to do any good.