small pumpkin man said:
Sure, but skills aren't going to be perfectly balanced, a large part of the benefit of a class based system is that even if everything isn't completely balanced against everything else, it doesn't throw off the game as much, since all classes tend to have their good things and bad things. Keeping things like skills in "packets" of class skills helps to enable varied characters.
Well, I suppose this is true, but for me this is a question of balancing the potential gain of trying to find perfect balance, versus the potential loss of limiting character choice. In my opinion, if the skills are imperfectly balanced, but still close enough, than restricting them to certain classes in order to make it even more balanced hurts more than it helps.
Actually, the reason perception has been (in previous D&D games, anyway) almost always worth taking is because it's passive, and will always come up whether you like it or not, as opposed to stealth skills, which are usually only needed by the scout. I'd also like to point out that "some peoples personal preference means they wont take it" is really not a good way to balance things. Much of the point of balance in an RPG is that some people will always take what suits their concept, and balance should allow people to do this without shooting themselves in the foot or slowing down the game. I do agree however, that the consolidation of many other skills means the opportunity cost in 4e of not taking them seems to be higher.
I did not say that "personal preference means that they won't take it", I said that some may not take it because of opportunity cost. For example, if a team of four PCs have only three skills they can train each, and there are twelve skills available, then even if there is a slight imbalance in the balance of skills, the stronger tendency would be for each character to pick an entirely different skill set so they can cover every situation, rather than have every character pick the the same three "strong" skills. In such a party, there will still be only one scout (the player who trained perception).
Again, I agree that the Fighter who puts effort into knowing the secrets of magical creatures should be able to get as much Arcana as, say, a Warlock who puts effort into it, but that doesn't mean it shouldn't require a greater investment for the Sword Swinger than for guy who's actually got his powers from making pacts with magical creatures.
Well, suppose that the Warlock automatically gets the Arcana skill for free (a reasonable assumption, considering that the Rogue gets Stealth and Thievery automatically). In that case, a Fighter selecting Arcana as one of his limited choices of trained skills
is a case of him putting a greater investment into it than the Warlock. The Warlock does not need to put a limited resource into the choice, but the Fighter does. Any kind of niche protection or direct flavor link between class concept and skills is already handled by the automatic class skills.
Also, I don't agree that any kind of flavor-based assumption or stereotype should be used to argue whether a class should get access to a skill or not. To make this more clear, why not look at skills like Insight, Streetwise, or Dungeoneering. Can you name a class for which skills like these should ever be cross-class skills? Is there a class for which the character growing up on the streets does not make sense? Is there a class where being insightful does not make sense? Is there a class where going into a dungeon does not make sense? I think, for a PC with the right story, any skill choice makes just as much sense as any other, and I don't think a PC should need to spend a feat in order to fill out details like that.