AbdulAlhazred
Legend
There's another answer, which is the answer games like 4e or even far more so PbtA games and such give. Have a short list of abilities of some sort, like 4e has 17 skills, and simply bin every attempt to do something under one of those. If some more specific capability exists, like a power or a ritual, or class feature/item/whatever, in 4e's case, then the player is free to try to invoke that instead. This is the 'exception based rules' approach. Provide a totally generalized resolution system and then break out more specific possibilities if they make sense.Right. Sacrifice tactical infinity in the silly need to have a rule for everything. Which is why fewer, broadly applicable rules and rulings to cover any gaps is better than hundreds of rules for distinct and seldom seen edge cases.
I mean, even 5e has the bones of this in place, though it seems a lot of people are so steeped in '70s D&D design logic (no rules at all plus specialized subsystems for various cases) that it is often discounted or ignored. Dungeon World's 'Defy Danger' with its 6 ability bonus specific flavors is really kind of the last word here, you can effectively ALWAYS employ that move! 4e Skill Challenges are just sauce, giving you a way to upgrade something to the level of being an encounter, basically, and gaining all the advantages of that. 5e unfortunately doesn't go there, but its skill system is still a solid approach overall.