I was thinking about how tumble allows you to avoid AoOs in 3e, or bluff to feint, knowledge to identify a creature's weaknesses, etc.
Yes. Bluff and tumble are two of the better designed and more powerful skills in 3e. Tumble for example allows you to avoid AoO, to pass through an enemies square, and to reduce falling damage. Bluff allows you to convince someone else you think you are telling the truth (being honest), to use the fient combat manuever, and to distract someone so that you are no longer observed and can attempt to hide (or is that last one just a house rule?). All of these are options you can take and a player can declare. Note that Knowledge however only becomes powerful if you build mechanical support for it into the system - including with every monster entry a list of things you can know based on your knowledge check. Otherwise, it's not obvious that it is helpful.
What I really want is for those "maneuvers" to be more concrete and playable.
Great. I agree. So what maneuvers do you want? To my game I added things like - 'Circle' (lets you swap squares with the target of the manuever), 'Distract' (forces the opponent to use an AoO on you but with a penalty on the attack), 'Throw' (sorta like trip, but damaging), 'Tackle' (like Overrun + Trip, but if it works you both go down), 'Parry' (increases your AC against 1 attack), and 'Clinch' (sort of like a grapple, except that the smaller creature has the advantage). This is on top of things like 'Bullrush', 'Overrun', 'Grapple', 'Trip', 'Feint', and 'Aid Other'. I also added an 'Offensive' stance that is the inverse of the 'Defensive' stance, and I increased the number of facing status - adding 'Encircled' and 'Surrounded' to 'Flanked'. And I added feat support for all these if you wanted to be especially good at them.
But I also added Skill support to them. Skills like 'Leadership' lets you take the 'Aid Other' action at a distance, and/or as a free action, as well as other do other small buffs like using 'Aid Other' on other character's Initiative rolls. Skills like Tactics lets you treat your position as being in an adjacent square for the purposes of flanking a target, and lets you take additional manuevers like 'Rank Fighting', 'Shield Wall', 'Closed Ranks', and 'Back to Back'. Skills like 'Intimidate', 'Bluff', 'Disguise', 'Balance', 'Sense Motive', 'Escape Artist', etc. all have explicit interfaces with the combat system. Balance for example is a defensive skill to resist trip and circle, and an offensive skill to clinch an opponent. Sense Motive is a defensive skill versus Feint and Distract.
Further, I actually have a skill called 'Run' that increases outright your base movement rate - no skill check required.
But this comes at a small cost. My game is slightly more complex than RAW.
That is the issue summed up. But I still want them. They are important to my play experience. The goal is to make them NOT complete with the bigger skills.
As an alternate goal, why not make them bigger skills because they are important to your play experience? Profession I did away with entirely. I realized that all the Professions were either an existing skill, or else they were a craft, or else they were 'Boating' or something else that should be its own defined skill. The Knowledges are as you've pointed out useful if you provide support for it and as a DM agree to yourself to allow them to be useful. The Crafts are situationally very useful depending on how much access the players have to NPCs that can do the Crafts for them (in a Wilderness campaign, craft can be a very valuable skill indeed), but even then they come up as a form of knowledge check if you make the Appraise skill more relevant (provide more information, like hardness, hit points, break DC, defects in workmanship, age of item, who likely made it, etc.) and have ranks in craft give you a big bonus to appraising anything that is a product of your craft and as a means of adjudicating pretty much any attempt to modify the environment. We don't average a craft check every session, but its probably close to every other session. I know Craft (Butchering), Craft (Masonry) and Alchemy are in common use. I think there may be some others on the character sheets. For background skills, what else is there? Perform is probably never going to be a hugely important skill unless you work hard to make it so. General mundane skills that will show up in ordinary working class backgrounds like Appraise, Diplomacy, Navigation, Use Rope, Handle Animal, and Survival can all be made into powerful and useful skills. Appraise can be turned into, "I see an item. I want to know everything about it." Diplomacy is well known as being OP as written. If you transform 'Intuit Direction' into 'Navigation' it becomes, "We're lost and the party mapper screwed up. How do we get back?". Use Rope can be allowed to become 'I can use lasso and bolos; I can accurately throw grappling hooks; I can tie things up; I can swing on any rope like thing safely; etc., plus it helps me escape from ropes and climb things." If you just allow skills to be epic, then I think most of your problems will go away.
Again, if you want to have players to have a minor background, just give free skill points to start that can only be spent on Craft. Minor background problem solved, save that it's not obvious to me that everyone has 'tradesman' or 'good with tools' in their background. Maybe it would be just enough to add more skill points. I've got more skills in my game, so characters get more skill points (fighters for example have 4+int modifier, clerics and sorcerers 3+int modifier, rogues 11+int modifer). It's pretty easy of a martial class character to pick up a few crafts if they want them - it's not unusual for example for a rogue in my game to have ranks in 17 or so skills and still be very skillful.
I need necessarily need those skills to improve through the levels, only to indicate that the character is competent with them.
Why? I mean what do you want to get out of this? Is this just deepening the players background? I still don't understand what exactually you consider 'minor' or why you want it. What's so special about the craft skill anyway?
but they can be listed as "traits" or some other name.
Aha!
One thing I've done for that is categorized almost all feats that merely enhance skill as [General, Trait]. All 1st level characters begin play with a free Feat, but they also begin play with a second free Trait - taken from any feat that has the Trait descriptor. So this let's them take one Feat of general combat utility, and one feat that makes them particularly skillful in something or which expands their background. If they want more Traits, I also have Disadvantages that they can take during character creation to get more Traits. Since Traits are really popular, most choose a Disadvantage too. Thus, most characters in my game usually start with a Feat, a Disadvantage, and two Traits that they use to enrich the characters background.
In my game, a players says, "My character is a fisherman.", and I'll say, "Ok great. So, if your class is something like Hunter or Explorer, make sure you take Survival as a skill, since one of the thing that does for you is let you acquire food in the wild - ei fish - and Boating to represent your skill with boats. If your class doesn't have Boating, Survival, and the like as class skills, consider spending your free trait on Unusual Background or Fisher Folk. In fact, you may want to consider Fisher Folk as trait even if you are explorer if you are thinking about using Nets as weapon. If not, consider the Seafolk Blood trait. If you really want to highlight the characters skill as a fisherman, consider Acclimated (Ocean) as a feat or possibly just Skill Focus (Survival)." My goal in character generation is to create a tight coupling between the background text and the mechanical flavor.
Personally, I don't like Pathfinder. They've a few good ideas, and at some point I'm going to have to rewrite my house rules to use their cleaner language on Combat Manuevers, but a lot of what they've done just isn't really well thought out.
The point being, there inclusion is necessary, but their mechanical relevance doesn't need to be earth shattering, since they won't compete with skills, at least the way I imagine it.
Consider my Trait concept then, and the way it doesn't compete (at least at first) with combat feats. I think my concept goes well beyond what you are talking about here, as my primary goal was supporting background text - Temple Educated, Adopted, Feral, Misanthrope, Milita Member, Noble Rank, etc. - and not just giving players a raft of minor skill bonuses, but I think it covers a lot of what you seem to be trying to achieve.
My microgame experience, I mean in the same way that combat is a micro-game experience.
Is it? I don't see it that way. I see combat as 'the continuation of role play by other means'. I don't see skill usage as a micro-game. I see it as an integral part of the game as a whole. There are more skill checks in an average session than attack roles. The game experience I think you want is simply the game itself.
Attacking with a sword is a skill. It should be listed with skills, but instead it is broken out in the sub-system of the game mechanics
Not really. It's a special skill silo'd off from the rest for the purposes of game balance. Essentially, if it wasn't done this way, 'Combat' would be a skill tax and it would be a 'well, duh' choice for most characters anyway, which would probably be a tax on character creation in other ways. But both attack rolls and skills involve rolling a D20 and overcoming a difficulty target. It's the same fundamental mechanic. The 'D20' concept unified the games subsystems in a single coherent mechanical idea.
The siloing of the skill 'Combat' off into its own special category is part and parcel of the whole concept behind class based character generation. The idea is to force well rounded characters on the player by limiting their choices. Just as you are thinking about adding 'minor background skills' to character generation to force the player to have them instead of trading against 'more important things', by siloing off 'Combat' you are saying, "On the one hand, you don't have to trade off to be good at combat. You are gauranteed good at it, so you can spend other resources on things not directly related to your combat skill. And on the other hand, just because you don't need it - say you intend to play a spellcaster that uses area of effect attacks - doesn't mean you aren't forced to 'buy' some minimal rank in 'Combat'. You aren't allowed to min/max to that degree."
I want the ability to break out an encounter that feels more robust than a d20 roll to determine the end effect.
This is an encounter design issue, not a rules issue. Think about how a skill focused game like Call of Cthulhu plays out. It has that encounter robustness but it doesn't have a 'micro-game'. The robustness comes through well designed problems where skills are the solutions. These are 'Man Vs. Environment' problems, or problems of dealing with a Foil that isn't actually an Enemy (or if it is an Enemy is protected such that killing the Enemy has undesirable reprecussions.) One of the really interesting things about 4e skill challenges, is that if you set them in 3e or some other skill rich game, you get pretty much the same level of interaction through skills but without the arbitrary elements that make a 4e skill challenge feel like a rote mechanical process rather than really manipulating the environment and solving puzzles. If you want a robust puzzle solving and investigation experience, you have to create that. It isn't just going to happen on its own.
You may also need to tone down magic as an 'I win' button. Look for any magic spell that can substitute for a skill and consider toning down the spell effects and/or increasing its level so that it doesn't show up until the skillful character can compete with it at least somewhat.
You're right on with your assessment that skills need to matter. Those are the game I tend to play, but the existing skill mechanics never quite get there.
I think that the concept behind D20 skills and the mechanical resolution of them is sound, I just think that they were designed too tentatively. The 3e team adopted the existing 'Spells or Powerful' D&D ideology, but they then established the new character resource competitor of a spell - skills and feats - too tentatively and cautiously. We have enough experience now to know that spells are maybe a bit too earth shattering, and skills and feats maybe not earth shattering enough.
I've seen some skill systems that use "object points" or "Social points" and work the system like D&D combat, with an "attack roll" and "HP" but for objects and social encounters. I don't want the system to have to rely on another stat on the paper in order to play out. #4 was more of a tack on to my original 3 points, because I had just read someone's skill system that did that.
Yeah, I've thought about systems like that from time to time, but ultimately I think they'd get too complicated and I'm not fully comfortable that they'd produce logical and desirable results.
Right now I've been looking at it like feats.
Well, right now I'm looking at the three things as different things you can spend your character resources on, and so, they should be roughly equivalent in utility. If someone spends most of thier character resources on acquiring spells, then alternately spending most of your character resources on skills and feats shouldn't leave you greatly disadvantaged. I think it follows then that a martial character of 10th level or higher is or should be to a certain extent a superhero. A high level fighter has to be able to not just fight and endure trauma that would kill a lesser being, but to run at superhuman speed, leap small buildings, carry great weights without strain, and/or perform other superhuman feats of skill or they just aren't going to compete in spotlight and utility with that character whose schtick is manipulating the basic laws of reality. The tiers between the core classes need to be narrowed.