AbdulAlhazred
Legend
3e's skill system is a hot mess. There's no limit to the list of skills, so who knows what core basic 'everyone can do this' competency will suddenly vanish in a puff of smoke because someone decides to name a skill for that? WORSE, you can only advance if you have some skill points to burn on whatever it is, otherwise you simply sink into incompetence over time. Many skills ambiguously overlap other skills, making things even worse, because we now have to guess which one the GM will decide applies in any specific case.I'd phrase that same complaint in reverse. 5e doubled down in the worst part of 4e's skill system, replacing the entirety of specific actions with generic DCs. Skills are significantly more powerful in the 3.x environment, because they allowed players to make specific function calls to specific rules.
And this is all ON TOP OF the issues shared with the 5e skill system, which is that skills actually don't mean a thing, technically. There's no way of knowing how much impact any given skill check might, or might not, have within the fiction of the game. Since there's no overarching structure into which they fit, you just have to hope that the GM is actually going to let you reach the other side of the river when you succeeded in that swim/athletics check. Or maybe he'll demand another one halfway across, who knows?!
The purpose of the SC system is to insure that the player gets his money's worth when he risks spending actions on skill checks (or outside of combat just generally initiates some actions that could have negative consequences). It is that simple. It means the player knows, "If we succeed 4/8/10/12/15 times we're going to make it down the river." This is HUGE, it means skills actually have a point, they fit into the game in a way that actually has systemic meaning instead of being nothing but a vague prompt to the GM.I was going to say something about skill challenges earlier, but then 20 pages passed while I was working. 4e started a trend that accelerated into 5e (and arguably moved from a design element to a norm), where the rules were designed not as a thing players used to achieve what they wanted, but instead as a mechanism to interpret player declarations. The whole point of the skill challenge is to be able to provide a reasonable output from a large variety of player declarations.
No, the 3.x skill rules are written to give the GM ample room to fudge things up any old way they wish, and to insure that most ideas that players pull out of their hats are basically instantly sunk on the rock of "no, nobody has the skill for that."Which is a whole different orientation. The 3.x skill rules are written to be used by players looking to get specific results, not by GMs to interpret player actions. Skills aren't powerful if they aren't consistent and preemptively knowable to the player, who can them opt to make a skill to get an outcome they want.