I agree entirely with the OP. I have thought exactly this for quite some time.
Some skills are more important than others. Lets say my survivalist Ranger knows how fletchery, so he can last longer in the wilderness. Chances are I will never use that in a campaign, or if I do, it will be incredibly unimportant. But its important for character background. To consistently make masterwork bows and masterwork arrows, I need a ridiculously large investment in skill points. This trades off with the skills I will actually use, like Hide, Move Silently, Spot, Listen, Climb, Jump, Swim, Ride, Survival, and so forth.
I think the game would have greater depth if players could add background skills to their characters without giving up gameplay power. The current system encourages characters to make less multidimensional characters, because resources spent on non gameplay skills (not non combat, people still put ranks in Bluff, non gameplay, like Profession: Cook) trade off from gameplay skills.
Siloing would prevent this. I'm all for it.
Some skills are more important than others. Lets say my survivalist Ranger knows how fletchery, so he can last longer in the wilderness. Chances are I will never use that in a campaign, or if I do, it will be incredibly unimportant. But its important for character background. To consistently make masterwork bows and masterwork arrows, I need a ridiculously large investment in skill points. This trades off with the skills I will actually use, like Hide, Move Silently, Spot, Listen, Climb, Jump, Swim, Ride, Survival, and so forth.
I think the game would have greater depth if players could add background skills to their characters without giving up gameplay power. The current system encourages characters to make less multidimensional characters, because resources spent on non gameplay skills (not non combat, people still put ranks in Bluff, non gameplay, like Profession: Cook) trade off from gameplay skills.
Siloing would prevent this. I'm all for it.