I believe you didn`t get my point right: My idea was solely devotede to skill checks. Right now, you need an intelligence-based class to master the arcane in an effective way. That`s doubly important once rituals see the light of day in your group: It feels slightly disturbing if arcane rituals are the domain of your Warlord, while the sorcerer next to him puts on a puzzled face, muttering something like: "You know, what you`re doing
right?! For I don´t understand the meaning of half the arcane sigils you`ve just drawn onto the floor." Since the rituals have varying effects based on the check, it makes perfectly sense from a point of game mechanics to let the lazylord do the job, but from a point of immersion?!
And all because our lazylord keys off intelligence as a secondary attribute, while the sorcerer does not. The sorcerer uses arcane powers all day long, while the shouted commands of a warlord are about as magical as a kick to the nuts.
And now you seriously think
that`s the way it should be?

I couldn`t disagree more wholeheartedly. IMHO power sources should matter with regards to skill checks and your choice of class should be independant from the question of the attribute related to the key skill for the power source in question. If the group you join asks you whether you could perhaps fullfill the role of arcane ritual caster this should not imply your only class choices in terms of effective ritual checks were wizards and swordmages. I think you should be free as a player to choose the sorcerer as well. Maybe your dragonblood sorcerer truly is the son a half-dragon? What if his grandfather has taught him the effectice channeling of arcane power into rituals? Why can`t a set of rules cover such cases?
And, I`ll stress this one more time, this is about one key skill you get to designate, so that any class can take on the role of an expert in his area of expertise. Yes, this twin-blade-ranger is as good at following tracks as is his elven cousin over there with the greatbow, even if his attribute point distribution suggests otherwise.
Your character should be able to excel at the expected area of expertise of a member of his class regardless of attribute distribution. This way you open up the path to many interesting character concepts and free mechanical ressources such as attribute points for storytelling.
It is not about cherry-picking or the every class should be able to do everything-idea. On the contrary I strongly support the idea of class skills, for class skill lists are a good way to make sure that the characters do not turn out to be all the same in terms of skill selection. It just bugs me that some builds cannot hope to show their competence in their area of expertise the way the skill sytem works now.
Maybe I was not clear enough on this on my firdt post, but i was simply suggesting that every player should be allowed to choose
one skill as a key skill and have that one skill trigger off his primary atttribute. All other skills the character possesses would remain unaffected and still trigger of the related attribute in question.
And KD, I was nowhere reffering to attack rolls or damage, my whole post was about
skill checks. I was not commenting on other attribute-related issues, so next time please be more careful who you quote with what arguement. I wasn`t offended in any way, it is just that sloppy quotes tend to lead to missunderstandings during the long course of a heated debate such as this one.