As a DM, I try to tailor adventures to my PCs' traits and specialties. However, there's six of them and one of me, so there comes a point when irregularly used abilities fall off my encounter-design radar. If you decide to keep the Use Rope skill (and I'm not saying you're obliged to), be aggressive with it. Carry that rope around, and look for opportunities to use it. Advocate the second-story approach to burglary, the over-mountain route when travelling, the hog tying of captives.Now, I realize that the ability to use rope is quite a useful skill to have when adventuring, but shouldn't the status of "most useful skill in the game" depend on a DM's playing style and the situations he provides to the party? Surely the ability to use rope will not come in handy during all of them. To be frank, in my six years of gaming I cannot recall a single time we've needed to make a check to use rope.
Most DM's I've played with react well to player initiative-- it saves us a lot of mental effort.
