I think “player skill” as a jargon term has accumulated too much baggage to lead to productive discussion. It’s a lot like “dissociated mechanics” or even my pet “goal and approach.” There’s a valuable concept that the jargon term expresses, but people have very strong feelings about the jargon term that end up distracting from any useful discussion about the concept.
In fairness, I don't think I've heard the phrase "goal and approach" before, so perhaps the baggage isn't as big? But yes, what I'm hearing in this thread and the previous definitely points in that direction. The other phrase doesn't
have baggage, it IS baggage. The fact that its creator has now had to tie himself in a knot, explaining how no no no you don't understand this system I
like that does this is actually amazing, is simply proof that it was always baggage from the word "go".
How I’ve recently started thinking about the fundamental ideas here is that players decide, characters act. The success or failure of an action (assuming that both are reasonable possibilities) should be determined by the rules governing the character and their capabilities. But, the character has no ability to make decisions about what actions to perform when; that has to be on the player. The player makes choices and declares actions, then the DM uses their judgment to decide what rules (if any) are most appropriate to use to determine the action’s results, relying on the character’s statistics and possibly the roll of a die as factors influencing that determination.
When people talk about “skilled play” positively, they are usually advocating for leaning more into the “player decides” aspect of the above play pattern. When people talk about it negatively, they are usually hilighting the information gap between the player and their character, that can make it difficult for the player to make meaningful decisions, and/or common DMing pitfalls related to the player decision points, such as expecting an unreasonable degree of specificity in the player’s action declarations.
This seems pretty reasonable to me, but I would add one further element: the strange idea that these things are zero-sum.
That is, using your Decisions vs Actions description, there is this incredibly strange notion amongst those who speak positively of "player skill", that any increase, any increase whatsoever, in the quantity, quality, or applicability of Actions
necessarily means a proportional reduction in the quantity, quality, or applicability of Decisions, and vice-versa. A game which offers multiple, generally useful, quality things-a-character-can-do Actions, is somehow
guaranteed to be a game where reasoning, resourcefulness, and creativity become completely irrelevant. Conversely, a game which offers few, generally niche, weak things-a-character-can-do Actions, is somehow
guaranteed to be a game where reasoning, resourcefulness, and creativity are always present (and, moreover, richly rewarded).
I genuinely don't understand where this zero-sum assertion comes from. The two are orthogonal. Tic-tac-toe has just about the most constrained decision space possible, and creativity flat-out doesn't exist there (your only "creative" option is whether you intentionally permit the other player to win.) Similarly, several video games can offer
enormously more and more effective options than many old-school TTRPGs, and yet be hailed for the degree to which smart player choices matter.