FreeTheSlaves said:4 'minor' problems stemming from 1 change would send alarm bells ringing in my world. 5 ranks in spot is either a heavy investment in crossclass which will be of little use versus an appropriate challenge; or if in a newly allowed 'class skill' it would tread on the other various class niches. I've only once seen such a fighter build & you're right it is boring. A less dungeoncentric game if mentioned at the start (I'm assuming noone is suggesting a rule change post character generation) will allow the players to choose more skill heavy characters anyway.
Do not underestimate the strong desire for players to choose a combat heavy character, even if the roleplaying is 75% to combat 25%; that is what 3/4 of my players have chosen regardless. Without guidelines these extra skill points would be sunk into UMD, cc Spot & Listen, maybe a social skill like Gather info.
I think part of this topic is a seeming unwillingness to mainly accept a skill that is not max ranked, and the more minor issue of putting ranks in a cross class skill.
No big deal here FTS we have a different game style and very different players -- The last D&D group I was in had IIRC a Warlock, a Temple prostitute, a Ranger, A Dwarf Time Cleric and a Bard. My players and co players often choose low combat roles-- and as far as putting oints into cc Spot, Listen, gather Info and UMD -- what of it ?
I am glad the wizard can notice things, the fighter can bar hop (Gather Info) and I control the magic items in the game anyway -- YMMV of course but a touch of archetype blurring is a good thing