Thinking about Skills

For myself, I don't have any objection to skills per se. I certainly don't think skills are in any way contrary to the spirit of old school gaming, unless "old school" is taken to mean primitivism. Even then, the case against skills is weak, since Empire of the Petal Throne, published by TSR in 1975, a year after the release of OD&D, includes a skill system. Likewise, many other RPGs published within a few years of Dungeons & Dragons, such as Traveller, include skills and skill systems. If they don't qualify as "old school," I'm not sure what the word means.
All that said, I nevertheless do have some reservations about the inclusion of skills in a game with character classes, since I think they can undermine the uniqueness (and indeed purpose) of character classes. A lot depends, I think, on how skills are conceived in a game, but, by and large, it's generally my opinion that, if you have an extensive skill list and a mechanical system to support it, there's really no need for character classes.
The fine folks over at Chaosium would seem to have shared this perspective, since RuneQuest, an old school fantasy RPG with a skill system, has "no artificial character classes." While I don't agree that character classes are necessarily artificial, I do think that a robust skill system tends, at the very least, to weaken the mechanical role of character classes, if not completely eliminate the need for them. Consequently, I've largely come to conclude that D&D and RuneQuest (or Basic Role-Playing, if you prefer) represent two different but equally coherent approaches to mechanizing characters in a roleplaying game. Neither is inherently better than the other; both have their place.
My thoughts on this at the moment arise out of my continued work on sha-Arthan, my science fantasy setting. Originally, I thought of the setting as a natural fit for something obviously D&D-like, hence why my initial work included the creation of new character classes, including several intended for solely for the nonhuman species of sha-Arthan. One of those new character classes, the scion, was distinguished primarily by its collection of skills, which, while different from those of the thief, functioned very similarly to them. I tweaked the scion's skill list often and, in doing so, found myself adding a skill here or a skill there to other classes, in order to better represent what I saw as each class's purpose within the setting. Eventually, I found myself pondering an even broader skill system for all classes and the raison d'être of the scion largely evaporated. So, I went back to the drawing board.
Now, I find myself thinking about scrapping character classes entirely and going for something more like Basic Role-Playing, allowing the player to decide what skills his character possesses from a list available to all characters. There are definite advantages to this approach and it's certainly worked well for games like RuneQuest. Still, part of me likes the simplicity of character classes. They're a great way for newcomers to get into a game, especially a game whose setting, like that of sha-Arthan, is a little more complex than that of vanilla fantasy.
I'm still pondering the issue and have come to no firm conclusions yet. I imagine that, as I develop the setting more, I may get a clearer picture of the best way forward.
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