Well if you get rid of all skills altogether how do you handle:
-Hiding/detection
-Bypassing traps/thievery
-Crafts/Knowledge
-Social Encounters
-Athletic ability (jump distance, swim speed, climbing ability)
-Non-magical healing
Of the things on your list hiding/detection is the only one that I consider to be all that important. Using skills for bypassing traps/thievery doesn't actually work in 3.5 without shenanigans, crafting is done using spells and feats, knowledge does nothing unless you're talking about the Knowledge Devotion feat, social encounters are basically magical tea party with or without skills, athletic ability matters very little when you can fly, and non-magical healing literally doesn't exist (outside of the Healing Hands skill trick and the Crusader class).
These are things that you expect most characters to be able to do to some degree or another, it's good to have a relatively cheap and plentiful resource you can invest to get some things, just for that I think it's worth keeping, even if you have to go to the effort of modifying it to better fit design goals.
I would think that if we expect most characters to be able to do to some degree or another that converting their usages into features of ability checks would be
more desirable since everyone has ability scores. As far as the issue of "my Barbarian with 18 strength can't Jump any better than your Marshal with 18 strength, waaaagh" is concerned, is that really such a big problem that keeping the whole 3.5 skill system is necessary? There are plenty of simpler ways to allow some characters to become better at those things. Those skill feats on the SRD? Make them give the +2 bonus
per level on ability checks to perform the associated skill uses. Aside from Magical Aptitude, I still doubt anyone would take those feats.
To be clear, I'm not saying that I think we should eliminate the skills system. I am examining the possibility that it
might be a good idea. Maybe reducing D&D's bookkeeping is an undesirable and unrealistic goal. But I'd like at least to try.
I like the idea of having a skill system. I just can't think of a good reason to keep it around. Adding superpowers to skills just adds more complication and bookkeeping, especially at high levels, but not having such powers attached to skills makes them almost entirely irrelevant.
If you don't like the idea of having extra usages at higher skill ranks, you could say make them into singular ability purchases. Throw the shitty feats nobody really likes to take (like Run and Endurance) into the pile, and let some of the abilities (like hide, spot, jump) be taken multiple times to make you better at it.
I can't tell what you're suggesting here exactly.
I could see replacing ranks with something like skill levels (untrained, trained, expert, master... and if we need, virtuoso, paragon, whatever). If skills aren't granting super powers, there'd be no reason to continue past master, and you should be able to pick that up by level 5.
That being said, if you already have an idea in mind, I'm happy to defer.
No, I don't have any ideas for skills, other than to remove them entirely, and relegate their uses to ability checks. That or make the skill system
much more robust, but then I feel like class features and feats need to be THOROUGHLY re-examined and re-imagined.
There is also some merit to the idea that magic and magic items be designed so that they don't make skills irrelevant. However, then we still have the issue that many skills are irrelevant on their own.
I have always been at a loss for what to do with skills. I suppose, in the interest of maintaining the play-style and feel of D&D 3.5, I should keep skills, do what I can to mitigate magic and magic items making skills and skill points irrelevant, and then do what I can to make more skills more relevant more of the time. Shrug.
Can we make Bears with Swordchucks RPG? Because I would play that...
Lol, well, at the very least we can continue to use Bears with Swordchucks (or Bw/S for short) as a codename for the game.