I love skill powers.

There are a handful I like. They are mostly specific cases for classes that don't have very good utility powers to begin with, or groups that are in desperate need of support for a certain role that's not covered by anyone.

For instance, for my Thaneborn Barbarian, at 6th level, I intend to pick up Guided Shot unless Primal Power presents me with something better. Another one I have my eye on is Agile Recovery, since I have (and like) Boots of Adept Charging, Acrobat Boots aren't an option, and this is a perfect replacement.

For my Inspiring Warlord, I have so many great utility power options to choose from my class, that I'm not even going to consider a skill power, even though I have more skills trained than your average warlord.

In a group where there is no leader, powers like Invigorating Presence and Swift Recovery are pretty fantastic. Between these and a multiclass feat, the "healing" role can easily be covered. And powers like Guided Shot and Snap out of it can take on other aspects of the leader role. In a party without a leader, a barbarian or warlord could pick up warden multiclass and Ominous Threat for a couple rounds of marking.

However there are a handful of these powers that make me scratch my head and wonder why they are polluting the power pool.
 

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As noted in the article, skill DCs in 4E are generally low. This gives a character to option to put more emphasis on his skill without giving himself a (somewhat useless) higher skill bonus.

The bad point is that there were already few utility power slots to go around.
 



There are some powers that are entirely non-combat focussed, like the paladin level 2 one that gives +4 on Diplomacy checks until the end of the encounter...

Personally I really like the look of the skill powers. I haven't read through them in a great deal of detail, but I'm very tempted to take Quick Fingers as a Halfling rogue, more for flavour than anything else - I like the idea of being able to pilfer stuff more effectively should the need arise.
 


Searching only covers adjacent squares or takes at least a minute, so it's no help searching a room. Checking a door, maybe (DM's call), but in truth trying to sidestep the 'passive perception' model with an encounter power isn't terribly worthwhile.

I like a lot of them, but a bunch of them seem really pretty weak. Sometimes it just feels like they don't compare already existing things to new options. Even inside there, like a Heal option to a Religion option.
 
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I think they're added "cool" without ramping the power level up too much. I'm seriously considering giving players (if and when I get an actual game together) one class utility and one skill utility at each appropriate level. Ramp up PC power a bit seems preferable to lowering monster HPs, and I'd hope that the extra options would encourage the players to press on for extra milestones.
 

See adding in utility powers without any trade-off is going to lead me into many more instances of my least favorite position as a DM

DM: Oh wow, he rolls a 19 and slams into you after hitting you. You are pushed three squares and are prone.
Player: Nope.
DM: What?
Player: I use my immediate interrupt boots (or whatever) to negate his pushing. And then I use my utility power that lets me stand as a free action when I am knocked prone.
DM: hmmm.... ummm.... ok then.

I like to be generally aware of what my PCs can do. Of course this scenario is fine once in a while. But when it starts happening EACH turn with someone else, I start to have aneurysms.
 


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