I don't mean to sound pig headed but, nah. My believability quotient is being challenged with the idea that somebody can come into a town and instantly know which ally is safe and who to avoid. I think that should all be done through role playing and I dont like telling the players what is safe or not without an augury spell. Go there... find out for yourself... don't consult the prescient die roll. Again "macro" skill checks are not for me. If this ever happened I wouldnt like it:
DM - "You come into the town where you are looking for the ruby."
Player - "I make a Streetwise skill check to find where it is." Rolls die, "20!"
DM - "At the bank."
Player - "We go there."
As someone pointed out, the ability to spot dangerous alleys in a new city is VERY believable, if you've been in enough urban environments.
However, I still think you are looking at it all wrong, and seem to be so stuck with a prejudice for the skill that you are failing to see it for what it really is, and how it should be used.
Streetwise isn't about automatically knowing where places are and where to go, it's about having street-smarts to know how to find out where to find things and where to go. For an urban environment, it's the skill to be able to know what types of people to approach, how to approach them, understand their cues and innuendos when they don't want to come out and say certain things (when it comes to illegal activities), and just general urban savy.
As others have already said, it is VERY much like the skills of Nature and Dungeoneering when it comes to either knowing general information about their respective environments, and it's also very similar in that all 3 skills allow you to "
forage" something (although in the case of Streetwise, it's *usually*
foraging information).
I consider part of Diplomacy to be the other side of the coin of Streetwise. In the same way that Streetwise allows you to be able to recognize and use the social cues in an urban setting, Diplomacy allows you do that with nobles, royalty, or in other formal settings. I also consider it to be partly a knowledge skill which can be used in order to know about the history of kingdoms and nobility.
Here are what I think of actions I'd associate with each skill:
Streetwise:
- Finding information about how to buy contraband.
- Being able to spot a pickpocket.
- Finding someone who will tell you the gossip of how the mayor is a necromancer.
- Finding a decent inn where you are fairly safe.
- Fish for clues from a town guard to help determine if he's the type to take a bribe.
Diplomacy:
- Getting a noble to even talk to you (or perhaps convincing them to aid you).
- Convincing the constable that the mayor is an evil necromancer and to assist in the mayor's capture.
- Negotiate a treaty between 2 warring kingdoms.
- Convincing the Town Council to increase the reward offer for dispatching the
- Possessing the knowledge that the current king descends from a questionable lineage, and that there may be a more legitimate successor.
Off the top of my head.