Branduil said:
I agree. In fact, I already made a thread on the issue of
Siloing skills.
I had another thought: in 4e they will attempt to not only balance classes in combat by raw effectiveness, but by role. Therefore, shouldn't the concept of "roles" apply to out-of-combat situations as well? Trying to think of how it usually works out in 3.x, you have Rogues and Bards in the "Man-on-the-Street" role, finding info and secrets among the common people of the world. Clerics and Paladins usually fill the role of the "religious connection," giving the party an in with various powerful churches throughout the world. Wizards often have access to libraries and arcane universities full of useful, obscure knowledge. Barbarians, Druids, and Rangers serve as wilderness guides for the party.
I think that it can inform it, yes - however, what you give there is actually pretty exclusive, and doesn't actually apply to much of actual play.
I think it'd be very, very useful to come up with a list of non-combat encounter categories, and then show how each character can contribute to the situation. Just thinking about some 3e encounters, I can think of...
* Must get past a guard without alerting the fortress.
* Encounter a poison lock.
* Encounter a room with swinging razor-sharp pendulums.
* Must find the thieves' guild in town.
* Must find the "History of Magic", a rare book.
* Must get in to see the King to warn him of an oncoming orc invasion no-one else believes in.
Now that we have those encounters - which is only a small fraction of possible ones - we could categorise and work out solutions for them. Consider:
Encounter a room with swinging razor-sharp pendulums
With the later
Dungeonscape and
Secrets of Xen'drik detailed trap plan, we get this as an entire encounter rather than one "Disable Device" check. Now, how could a party get past?
* The Wizard or Cleric could use magic to bypass the trap (so many possibilities!)
* The Rogue could disarm it
* The Rogue or Monk could Tumble past
* The PCs could Climb above the dangerous areas and past.
Must find the thieves' guild in town.
This can be a multi-encounter challenge. Diplomacy, Bluff, Intimidate, or Gather Information (in 3e terms) can be used to discover it, but perhaps Knowledge (local)? Do you find it by talking to lowlife, to the "bribed" city officials, by exploring, by finding city maps and deducing where it is?
And then the Fighter crafts a handbasket.
Rubbish. They're learning how to climb in that time, so they can get as good as the Wizard!
(Due to the Armour Check penalty, the fighter, despite having Climb and Jump as class skills, spends the first few levels just overcoming the penalty of his armour. It's amusing, and possibly sad.

)
Cheers!