MrFilthyIke said:
3.5 skills, amended so that each class gets +2 to its base skill amount (Fighter 4+Int, to Rogue 10+Int).
Sorta. I think there are so many "must have" skills that more skill points just go to them instead of fleshing out the character.
If I was keeping 3.5 skill system (lots of skills with individual ranks) with a drop-in-place revamp, here's a thought off the top of my head.
* Max ranks as normal.
* Class skills points (2 for fighter, 8 for rogue, etc) spent with normal class/cross-class costs. Keeps skill theme and niche for characters - if we're going to play with a game with classes, we might as well keep the advantages for niche-protection it gives us.
* The +Int skill points every level spent on any skills (no "cross class" costs). Note that you still have cross-class max ranks where applicable.
* 2 skill points a level for everyone for craft, profession, or knowledge skills. This is "background". (Same class/cross-class max ranks).
The last is tricky - there are a bunch of skills that adventures, just by adventuring, should gain some base proficiencies in over time - climb, balance, etc. But I didn't put them on the list. On the other hand, many of the knowledge skills give regularly-occurring in-game advantages (identifying monsters, etc).
That's off the top of my head, no testing has been harmed in the making of this post.
Cheers,
=Blue(23)