Rune
Once A Fool
I do like the idea of going to something like a dice pool system for skills.
Roll 1D20 for against attribute if you are untrained.
Each "skill" level above that provides an additional D20. (Novice +1 die, Journeyman +2, Master +3)
Every successful roll beyond the first provides a +5 to the top score.
You could have Daily or Encounter Action points for those that want to represent "effort" that could just add to the pool. There is no need to have this in the core rules or even as a module. Just take your favorite skill list from any game you want to represent, start people with 4 dice that they can apply to skill levels and go to town.
I don't know that this needs to be in the core game, but it could be a fun optional module or homebrew system for tables that want a more detailed skill system.
Well, it worked for West End Games (although that was with d6s, of course). I don't like most dice-pool mechanics all that much, myself (except for the new Marvel game--that's a brilliant mechanic!), but if you don't mind rolling a handful of d20s, adding modifiers to each one, counting successes, and then adding more modifiers, I suppose it'll work for you.
If I were to use such a system, I'd count each success as an order of magnitude improvement to the result, instead of doing more math after the initial rolls. And I'd probably cut any modifiers to the d20s in the first place. But if your doing that, you'd be changing the DCs anyway, so at that point, you might as well drop down to smaller dice (for less swingy results).