For 5e I'd like to see NO class be 'the skills guy', and to allow every class to have access to a pretty wide range of skills - perhaps a few default ones which are always appropriate to a class, and then options from an entire list; ditch the pigeonholing via 'class skills'.
The other related thing is to kill this silly dependency on rogues to disarm traps. Let anyone who invests in the appropriate skills disarm them!
You say that so easily, but are there groups that play with no skills? How?
How do you handle success / failure of anything a PC attempts that is not an attack or a spell? Even in very bare-bones dungeoneering, you need at least some form of Perception. How do you make a rogue class without at least Stealth and Thievery?
At the very least, you need an ability score check mechanic, and some basic criterion to decide whether a PC is competent at what he attempts. Think about a Wizard and a Fighter. Even if both have Int 18, the Wizard still knows more about magic, while the Fighter should be better at devising a tactic for a huge battle. Even without skills as a game mechanic, you need a skill system.
I'd be good with a very minimal core skill system and let folks dial up the complexity.
For example, skill ranks (ala 3e) pretty much need to be an option, not a requirement. If instead folks only have a couple of ranks (like what they were talking about in some of the L&L articles), that's not much different than picking training/mastery in a skill, so sure.
There may be something close in the works if the Legends & Lore Skills article written by Mearls. But it's one that moves the game less in terms of skill points, but more in terms of ability checks that can be optimized through talents. Mearls indicates how this system could work with a preexisting skill rank system. This was in August, so who's to say that the skill system looks like this. But I would prefer an overall simplified approach to skills.Hey, that's what I said!
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I also thought I'd mention this idea (link):
What if this was the case for everything? There was a concrete number (1-5 skill points or whatever), that was a beginner, and several ranks above that (every 5 skill points sounds reasonable). Beginner-Expert-Master-Legend or somesuch. And each rank and a few basic assumed tasks that they could obviously do, as decided in the skill. Tiers don't work very well for characters as a whole, but they work great for skills individually!
As to Thieves, they had a nice array of thieving abilities to handles "Moving Silently" and Pick Pocketing", no need for a Stealth or Thievery "skill"
It's weird that D&D took so long to do that. When 3rd edition finally introduced a comprehensive skill system, other RPGs had this for something like a decade. I don't even know which RPG introduced skills because it's so far back I might not have been born yet (1981).