EzekielRaiden
Follower of the Way
I'm not really sure I agree with...any of this actually.Well, the 'light' version really still needs to solve the difference between skill and attack bonus, as well as between NADS and AC. It's a very ugly little flaw in a great engine, and no valid goal of design is served by it. Quite the contrary.
Things that do different stuff do not need to be perfectly identical. NADs are risky but potent: lower bonuses, but if you press a weak defense you get rewarded. That's reasonable design space that adds value; if NADs are reduced to "just a different AC," then you may as well eliminate them entirely. Likewise, skills are doing a fundamentally different thing compared to combats. We expect, even demand that there be gaps in skill between the weak and the powerful in terms of skills. And there is even something partially analogous to different skill bonuses: Weapon proficiency. Some weapons have a higher bonus than others, and this is good, it makes accuracy a valid axis of difference between weapons. As long as skills are internally self-consistent (which as far as I can tell they are), there is still a useful purpose served by not making everything perfectly uniform forever. I fully agree that variation solely for its own sake is suspect, but these things are not truly "solely for its own sake."
You could of course still simplify. Trained is +5, Boosted (from race, background, etc.) is +2, Expert is +3 for a maximum bonus of +10. Strip out typed bonuses and just say you can only get one source of Boost, Training, and Expertise. Easy-peasy system anyone can pick up and play, and the skill list is already nicely focused. (Though maybe pull out Perception since it's too valuable as a skill and make it a derived attribute like Initiative.)