The couple of places where skill level matters (as opposed to dice pool) are:
- on team work, where the dice you can gain is limited to your skill. It doesn't matter much on some skills, but does quite a bit on others.
- block and parry actions in melee combat (granted that I've seen that come up once in my playing so far)
I like that sort of incentive to develop some skill over things that just say 'skills are better than stats'
Now, if we could lower the total number of skills, that would lower the incentive to just have one point in so many skills.
Leadership is a second skill though (but yes you are correct, but that seems pretty small tradeoff, beides those with 6+ skill rarely need the leadership boost most of the time). And what do you mean block and parry? UNless I am missing something, they introduce your physical limit, not your skill (counterstrike has a weird synergy to skill level though, but it's not a good use of action economy, so there is that...)
Block/parry add your skill rank, right?
I prefer Agile Defender though. But with Agility capped at chargen, I need to invest in the skills instead.
True, limited use again. (and it still is physical limit, not skill limit that is introduced p188 melee defense rules), but introduces a limit, which can be sub-optimal vs All Out Defense (more on that in a sec). But that still leaves gun skill in the cold even more... And as you yourself stated - most would rather pick up agile defender (because if you have 6 skill ranks, you probably have 6+ agility since that was your focus) or just all out defense(willpower, cause its higher then a 1 I hope) if you had low skills and not introduce a limit at all... But that is artificially constraining what I meant over all, as my implications was refering to the side effect of secondary skills (high agi + low skill pick up to be jack of all trades, and be good at it, vs the dedicated average or lower agi + high skill). And I realize a lot comes down to munchkin/power-gaming... But it sucks that when your skill rank 6, rolls the same dice as 1 skill point wonder, who also has every other side skill in addition... unfortunately the game punishes you for sub-optimal choices due to this.
Too use weapon skill (it easily transfers to other skills, but this is easier to state for me), I believe that natural skill can take you far, under laboratory conditions, but skill should give you the edge under real world conditions (i.e. wind adjustment, leading target, bullet drop... ect). So yes in an indoor shooting range with good lighting/no wind, non-moving target, ect.., okay natural wonder is just as accurate. But outside, the high skill understands the variables that now come into play (lighting, foreseeing where the target may be going, adjust for wind/range... ect). But under the current system, both are equal. That's why I kind of would like a system where skill plays a more predominate role, especially for maybe being able to ignore some penalties, but not giving a bonus over the natural wonder when all things are equal... It discourages the single point in every skill build that slings ridiculous dice in everything related to that stat (read: too much bang for your buck, aka 1 stat wonder that can do it all with every skill).