Well, all of this becomes pretty clear when you look at the design philosophy under the new rules.
First, having the new skill system, with fewer and broader skills, an high int char (taking into account his class and feat selection) could pretty easily end up beign quite uber at all of the skills.
Fifth Element said:
Not sure if anyone has posted anything about skills yet. Looks like:
Str: Athletics*
Con: Endurance
Dex: Acrobatics*, Stealth*, Thievery
Int: Arcana, History, Religion, Nature
Wis: Heal, Insight, Perception, Dungeoneering
Cha: Bluff, Diplomacy, Streetwise, Intimidate
* armour check penalty applies (-2 for medium, -4 for heavy)
Rangers and rogues get 6 trained skills, others get 4 (at least some classes have some preselected).
Halflings get +2 Acrobatics
Eladrin get +2 History (?)
Half-elves get +2 Insight
Rangers get +1 Nature (?)
We know elves get +2 Nature, +2 Perception as well. Seems odd there aren't more racial skill bonuses?
Skill Training feat gives +2 to a skill
So Str and Con wont be much usefall for many skills. Dex is for the stealthy ones. Int will boost your knowledge skills. Wis is really usefull, it effects your healing capabilities (surges anybody?), passive insight/perception, gives you some help while in dungeons and dealing with traps (dungeoneering). Cha is the social encounter skill, not int, clearly (Bluff, Diplomacy, Intimidate).
Oh, and having different skills appling their modifiers to different things (attack rolls, damage, AC, and so on) is something for the sake of flexibility.
Even in previous editions, classes had their supposed role in the encounter. They basicly made this a stronger point. Every class will be defined by different builds. The
snake attack article just points it out.
You can go for a Dex/Str rogue (Brawny Rogue) or a Dex/Cha one (Trickster Rogue). Also you can choose different build-oriented tactics for your rouge character
Snake Attack Article said:
Rogue Tactics
Rogues operate in a variety of ways. Some rogues use their natural charm and cunning trickery to deceive foes. Others rely on brute strength to overcome their enemies.
Choose one of the following options.
Artful Dodger: You gain a bonus to AC equal to your Charisma modifier against opportunity attacks.
Brutal Scoundrel: You gain a bonus to Sneak Attack damage equal to your Strength modifier.
The choice you make also provides bonuses to certain rogue powers. Individual powers detail the effects (if any) your Rogue Tactics selection has on them.
And similar things will appen for every other class. Suppose you have a Warlord Str/Int build. Would his AC be so low that melee is too dangerous for him? Well, you should see the point in the ability score modifiers coupling thing.
By the way, why wouldn't you want a smart fighter, or a smart rogue? you can go for it, even if your ability scores won't perfectly fit your chosen build. Well, maybe you want to multiclass with some wizard training feat anyway, so a good Int will make your spells more usefull.