As regards the thief's role outside combat, my thinking is that thief abilities should be extraordinary--things that a normal person would not be able to do. Anybody can sneak around. Not everybody can disappear in a shadow with no other cover. Anybody can search for a trap. Not everybody can sense a trap just walking past it*. Et cetera. This would allow "mundane thievery" to be handled by ability checks, while giving thieves some unique tricks available to no one else.
For skills... well, to some extent the system already has skills, in the form of ability scores. Core class features and primary combat mechanics are mostly divorced from ability scores; you can now be a perfectly good fighter with a Strength of 8. So your stat allocation will be dictated less by "I have to have these stats to be good at my class" and more by "I want to be good at the following skill-type activities." If you want to be good at sneaking and doing backflips, raise your Dexterity. If you want to be good at fast-talking, raise your Charisma.
I do like the idea of some sort of profession mechanic along the lines of 2E's Secondary Skills, where each PC gets one or two. (Instead of giving a bonus, though, I'd list "simple" and "trained" activities under each profession. Simple activities are things that a normal person could attempt with an ability check; those with the profession succeed without rolling. Trained activities are things that normal people can't even attempt; those with the profession can make ability checks. So a blacksmith could perform field repairs on metal equipment without a roll, or forge a sword with an ability check.)
However, professions ought to be very much a background thing, not the sort of stuff that comes up regularly while adventuring. If Profession: Huntsman gives you the ability to spot ambushes while Profession: Blacksmith gives you the ability to make horseshoes, you're going to see a whole lot of Huntsmen and nary a Blacksmith in sight. Think of it this way--stuff like spotting ambushes, sneaking around, and knowing how to kill trolls so they stay dead is the province of Profession: Adventurer. All D&D characters have this profession by definition. So it cancels out, and ability scores and class are the determining factors in who's good at what.
[size=-2]*This particular ability also has the nice side effect that paranoid parties won't have to stop and declare "I search X, Y, and Z" every five feet of dungeon.[/size]
For skills... well, to some extent the system already has skills, in the form of ability scores. Core class features and primary combat mechanics are mostly divorced from ability scores; you can now be a perfectly good fighter with a Strength of 8. So your stat allocation will be dictated less by "I have to have these stats to be good at my class" and more by "I want to be good at the following skill-type activities." If you want to be good at sneaking and doing backflips, raise your Dexterity. If you want to be good at fast-talking, raise your Charisma.
I do like the idea of some sort of profession mechanic along the lines of 2E's Secondary Skills, where each PC gets one or two. (Instead of giving a bonus, though, I'd list "simple" and "trained" activities under each profession. Simple activities are things that a normal person could attempt with an ability check; those with the profession succeed without rolling. Trained activities are things that normal people can't even attempt; those with the profession can make ability checks. So a blacksmith could perform field repairs on metal equipment without a roll, or forge a sword with an ability check.)
However, professions ought to be very much a background thing, not the sort of stuff that comes up regularly while adventuring. If Profession: Huntsman gives you the ability to spot ambushes while Profession: Blacksmith gives you the ability to make horseshoes, you're going to see a whole lot of Huntsmen and nary a Blacksmith in sight. Think of it this way--stuff like spotting ambushes, sneaking around, and knowing how to kill trolls so they stay dead is the province of Profession: Adventurer. All D&D characters have this profession by definition. So it cancels out, and ability scores and class are the determining factors in who's good at what.
[size=-2]*This particular ability also has the nice side effect that paranoid parties won't have to stop and declare "I search X, Y, and Z" every five feet of dungeon.[/size]
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