FitzTheRuke
Legend
I guess my point being, skills are about accomplishing things (obvi) but they can also help address unexpected things in the game and create new opportunities for fun/suspense.
In an RPG I wrote in the 90's, that we played for a decade before returning to D&D, I had a d10 that I called the "yes/no" die. Rolling low in that game was good, so it was basically this:
1) So much more than this
2) Absolutely
3) Yes.
4) Pretty much.
5) Sure, but a little different
6) Not quite, but almost
7) Not really
8) No.
9) Really, really no.
10) Not even in the ballpark
After awhile, I started using it any time any player ever asked any question during the game to which I had not thought of an answer. I just asked the die, starting with a leading question: "Does (it) have (x quality/feature)"?
The more I used it, the more use I found for it: Weather; what's available at shops; layout of the wilderness; rooms at inns; the list went on. Once I got good at 'reading' the die, I could run whole sessions with no story prep.
Aside: I once built an entire city using the die (it was just a name on a map that I knew nothing about) - it became a living place with the largest non-magical college in town, a thriving thieves guild, and a coffeehouse culture that required major imports from the south.
Now that I think of it, I really miss the "yes/no" die.