Wait the feat "skilled" gives you proficiency in THREE skills.
I didn't mean to say that it only gave you one feat, but that if you only
wanted one skill. The feat itself is alright, but not only do you get it less often than a PF2 skill upgrade, it's competing with other Feats which may be more valuable directly to you. Why should these things be in competition with one another? This is my problem.
And there is "Expertise" as a higher level of ability.
Expertise is great, but for a long time it was only available via Bard or Rogue.
Which Prodigy gives you and a tool/or skill/or language.
Which is great for Humans and Half-Humans, but also suffers from the problems of competing with other Feats/ASIs, as well as coming into the game 4 1/4 years into the cycle.
Plus it's only 10 work weeks to gain a tool proficiency, which many are fantastic, no ASI required.
I wouldn't call them fantastic, but Tool Proficiencies are underrated and probably how Knowledge skills should have been done within the game.
And Skill Expert gives you expertise and a stat bonus and a proficiency.
Same as comment as Prodigy, only 6 1/4 years into the cycle this time. These Feat additions all come across as long-time hotfixes to a skill system that is functional, but lacks flexibility.
It's not one ASI per skill. And if you think skills are completely blah, try having a grappler in your group. Or a party of them.... gah! That was WILD!!!!
I've made a Flying Luchadore Monk, so I know how cool Grappling can be if you properly execute a ground-and-pound. But it also takes a lot of work (Grappler to give you Advantage, I took Rogue levels to give me Expertise in Athletics and Acrobatics) and multiple attacks to really come off. Plus the Pinning feature is useless when it's just easier and more effective to knock down the target
then grapple them, since you'll get almost all the benefits of Restraining them without being Restrained yourself.
I realize your mileage may vary, and some mods don't explicitly state consequences for failed skill checks, but there should be, it's implied in the examples, though I think it should have been plainly stated.
My big problem with the skill system is that it has ideas, but it doesn't execute them well. Proficiency is a great idea, but the way it's done is
too simplified, too autopilot, and thus it creates weirdness. Combined with the focus on bounded accuracy and you have a skill system where the skilled can be outdone by those with better stats but no skills, gaining skills bad opportunity cost, and if you gain a skill late you are instantly to the proficiency of someone whose had the skill for their entire career.
For me, it was something I ended up hacking a solution to almost immediately. I enjoyed what I did, but it wasn't how the game was built. It's just a design choice that I disagreed with, and I feel like they themselves have been putting little fixes in there so that people could be distinctly
good at skills without taking levels in Rogue or Bard.