Afrodyte
Explorer
Thunhus,
I'm going to go against the grain here and say that I like what you're trying to do. I agree with MeiRen that the nature of your campaign must be taken into account, but given what you said here, I think there are other possibilities as well.
As a previous poster said, creating new uses for the skills you'd like to see used more often is a great way to get players to start using them. If they see that a successful DC 20 Appraise check lets you determine whether an item is magical or not, I bet they'd invest some skill points into it. If a successful DC 20 Decipher Script check allows you to read magic, even wizards would want to have the skill since they could use their skill slots on something else. Think about ways magical effects can be replicated through the use of certain skills. If spellcasters weren't the only ones who could create magic armor and weapons, you might see more fighters taking up Craft and Appraise.
Another option is to give PCs more access to a greater variety of skills. Give them enough so that they could have interests and abilities beyond typical adventurer stuff. The easiest option would be to give the PCs more class skills and/or skill points. Increasing everyone's base skill points by 2 (8 at 1st level) covers the bases while giving opportunities to expand the repertoire. Giving additional class skills according to a character's background makes them even more versatile. You can even add feats that allow you to take a cross-class skill as a class skill, or even grant alternative boons for 4th, 8th, 12th, 16th, and 20th level such as a bonus class skill. Something else you may want to consider is reducing the cost of taking cross-class skills. Paying twice as much for half the effect is a powerful deterrent from characters even thinking about taking cross-class skills. Getting rid of the double cost of cross-class skill ranks while keeping the maximum ranks could persuade some players to branch out a bit.
I'm going to go against the grain here and say that I like what you're trying to do. I agree with MeiRen that the nature of your campaign must be taken into account, but given what you said here, I think there are other possibilities as well.
As a previous poster said, creating new uses for the skills you'd like to see used more often is a great way to get players to start using them. If they see that a successful DC 20 Appraise check lets you determine whether an item is magical or not, I bet they'd invest some skill points into it. If a successful DC 20 Decipher Script check allows you to read magic, even wizards would want to have the skill since they could use their skill slots on something else. Think about ways magical effects can be replicated through the use of certain skills. If spellcasters weren't the only ones who could create magic armor and weapons, you might see more fighters taking up Craft and Appraise.
Another option is to give PCs more access to a greater variety of skills. Give them enough so that they could have interests and abilities beyond typical adventurer stuff. The easiest option would be to give the PCs more class skills and/or skill points. Increasing everyone's base skill points by 2 (8 at 1st level) covers the bases while giving opportunities to expand the repertoire. Giving additional class skills according to a character's background makes them even more versatile. You can even add feats that allow you to take a cross-class skill as a class skill, or even grant alternative boons for 4th, 8th, 12th, 16th, and 20th level such as a bonus class skill. Something else you may want to consider is reducing the cost of taking cross-class skills. Paying twice as much for half the effect is a powerful deterrent from characters even thinking about taking cross-class skills. Getting rid of the double cost of cross-class skill ranks while keeping the maximum ranks could persuade some players to branch out a bit.