AbdulAlhazred
Legend
Actually, I think skills and feats could occupy the same design space as utility powers.
Conceptually, you could start with the basic system suggested in one of the articles that everything boils down to an ability check. Class could add a bonus to certain types of checks which the class is supposed to be good at - you could even retain the current skill name nomeclature, so a Rogue could get a +2 bonus to Dexterity checks involving Acrobatics, Stealth and Thievery, for example. Then, when he selects a utility "power" he can either select an actual utility power, or a constant bonus: perhaps "Educated" which grants a +2 bonus to Intelligence checks involving Arcana, History and Religion.
Ideally, this would involve even stricter siloing than currently - utility powers would have almost entirely non-combat uses, and combat-enhancing feats and utility powers could be selected in place of attack powers.
You know, I'm thinking hard about this siloing thing...
First of all how do you do it? "almost entirely non-combat uses" and "combat-enhancing" are pretty vague. Every skill in 4e except History and Streetwise IIRC has a combat function outlined for it in the PHB. I admit there are a FEW things that can MOSTLY be partitioned, but there is a VAST middle that really can't.
Secondly I have discovered that I have a fairly deep philosophical issue with the whole concept of siloing this way (and maybe in any way). People talk about a disconnect between combat and non-combat play in 4e. Is this not a consequence of this very sort of siloing? It is as if you have two characters and two character sheets and they barely intersect at all. At best this situation encourages and amplifies the disconnect between the two kinds of activity.
I understand the motivation, but I think the problem that siloing is trying to solve is the wrong problem. If the game provides reasonable weight to combat and non-combat activities then there's no need to silo anything. It is all 'playing my character' and just like I can trade off accuracy for more damage I can trade off accuracy for a more charming personality.
In any case, I would point out that you'd have to effectively wreck the game to make this kind of separation complete because my 'two character sheets' will still always intersect at ability scores, unless of course all of that goes away entirely and I'm kinda thinking that would be a very different kind of game that really won't deserve the name "D&D".
I really have no idea what MM is talking about. I thought I understood where he was going a week or so back, but after this latest article I'm just a bit confused.
If he's looking at scaling levels of complexity then I think he needs to be starting out looking very hard and very closely at something central and vital to any system - the resolution mechanic.
D&D has, imo, a task resolution system. Say what you try to do, roll a dice, see if you do it. The alternative is a conflict resolution system. Say what you want to achieve, roll a dice, see if you get it.
The thing with these is that they can often appear the same. The difference between 'I try and pick the lock' (task) and 'I want to open the safe' (conflict) is slight. What's happening there is that you are focusing your conflict resolution very tightly to emulate task resolution.
But conflict resolution mechanics can also scale outwards in a way that task resolution does not, because you get to set the stakes for what a roll means in the fiction. You can roll your Tactics skill to outflank a troll or conquer a country depending on your goals at the time.
This kind of scaling approach is what I originally thought MM was talking about, and it's something I'd be interesting in seeing. That is - if you want to keep it simple then use broad brush strokes with your rolls (conflict resolution). If you want complexity then add it by narrowing the focus of your resolution system (task).
So, for example. Group A might use task resolution for the round by round details of combat but just want a quick D20 roll for social. Group B might want the reverse - lots of detail in the politics but a quick d20 to resolve a fight. Group C might want both in detail. Group D might want neither in detail. All four options would give the game a very different feel.
Not sure this is where MM is going though.
It is an interesting way to look at it. I'm not sure it isn't really just semantics and level of detail. That is In your last example one group rolls a Diplomacy check to negotiate a peace treaty, the other group rolls a Diplomacy check to flatter the ambassador enough that he will let you in the door (etc).
There is a question of course about what list of skills are appropriate at different levels of detail, some other things too. At a very coarse level of detail it is hard to see one particular character attribute or area of knowledge/expertise being key. For example if you did a 'skill' check to cross the dark continent what would you use for a skill? What ability scores would modify that? I'm not sure you NEED a rules module for that kind of high level stuff, it is all going to be DM judgment call.