In principle, this seems sound. A skill list is a straitjacket just as much as a power list is. Making the mechanic more open-ended, making the numbers advance slower, and making ability scores matter are all positive things.
Mengu said:
Training accounts for a heck of a lot more than natural talent (or a +2).
Really? The whole nature/nurture thing is very contentious in the biology and psychology communities, where the influences of genetics are being elucidated. There are many people who profoundly disagree with that statement (and plenty who do agree with it).
It also varies tremendously based on the task. There was a recent
article where a former pro football player noted that football accomodates a relatively diverse group of body types and success very much revolves around training towards a particular role, while the ability to play basketball, while certainly involving skill, basically requires certain physical characteristics (height obviously among them).
For a game, I think it's best just to say that both skill and ability should matter, and that neither should be dominant.
I know it's abstract, and I'm not a simulationist, but my noble czar wizard is going to be better at the court dances than the street urchin rogue kid who is more dexterous, and the templar paladin who is more charismatic.
A fair point. In 3e, we had occasions where something required a straight ability check. Perhaps, in 5e there will be occasions where something requires a check with only skill and no ability? Or perhaps penalties will be used more aggressively. Perhaps specialized social or other situations are treated like weapon proficiencies: the default is to have a -4 penalty at them unless you are trained. After all, most people are nonproficient at court dancing.
(Actually, this is my reply to [MENTION=63508]Minigiant[/MENTION] as well: make lockpicking at a penalty unless you are a rogue.)