My fear with small bonuses is that it will force the need for many high abilities to make a known archetype and my certain classes better at actions that experts of the class.
A cleric would be asked to forage for food or track footsteps rather the ranger because the cleric had high wisdom. Despite te fact that the cleric has spent years cloistered in a temple and rarely leaves the city. Or the wizard would have a better chance at disarming a trap than the rogue because he has 20 Int.
Yeah, this is a concern, but there are several relatively simple ways to address it.
You could differentiate between core class skills and general skills. Some classes would get a small number of class skills which are superior to what non-class members can do, like thieving skills in AD&D/2e, or a 3e class's EX abilities.
EX: any PC can try to hide in the right circumstances, but a thief has a chance to hide that borders on the supernatural.
Likewise, any PC can attempt to track, but a ranger's ability to do so works in the most unfavorable conditions and can yield extraordinary results.
If you prefer a unified skills framework, you can get the same effect with class-based bonuses/penalties. 2e did this w/tracking. It was a warrior NWP, but non-rangers got a -6 penalty to their check.
Or, you could use something like the skill system I was noodling around with, which ditched most bonuses/penalties in favor of changing the DC/target number based on
who was attempting the action, ie, a ranger tracking would roll against a DC of 10, whereas the priest from your example would roll against a DC 15 or 20, depending on how familiar they were with the outdoors-y activities.
For a tabletop p&p game, where the key advantage is being able to "play on the fly" having a system which narrow bands capabilities is soul draining.
Well put!
Thats why I like Stat bonus With a single +2(X?) "Proficiency"(/Focus/Training) modifier. It gives you the ability to define character capabilities without alienating player creativity at play time.
Nice and simple. Another idea: cap all non-situational modifiers at a low value like +2, ie, a PC might get a +2 to Spot from training, or +2 from being a elf, but a trained elf is still only +2.
Actually, 4e's skill system is *very* inclusive. All skills can be used untrained (with only a couple of specialized uses, like using Arcana to detect magic), and each skill has a list of examples on how to improvise with said skill, encouraging checks beyond the listed tasks.
There's a lot I like about 4e's skill system, but it still suffers from too wide a variance between specialized/non-specialized characters, which makes setting DC's difficult -- parties end up split between the PCs who can barely make a check and those who can't fail. At least that's how it was in my 4e campaign.
I think 4e's skill system would benefit from having fewer ways to boost skill checks or a max bonus per level, or both.
In general I'm against excessive scaling, but otherwise don't have a strong view on whether specialisation should be rewarded or dissuaded.
What I'm finding playing Pathfinder and running AD&D, is that mechanical specialization of PCs is a fun and rewarding experience --I have gear-head tendencies, too-- outside of actual play. It's essentially a minigame.
But what works best in live play is a simpler framework which reduces the difference between specialists/non-specialists in core adventuring activities.