The core rules say the DM asks for an action, and then assigns an Ability + Skill combo to the action the player chose. From your linked source:
Based your example (directly below), you're adding an additional step to determine the player's relevant skill, but I don't see what it adds.Originally Posted by [URL=Tweaking the Core of D&D 5E
This might work better if you used a less obvious example here. I'm familiar with when Investigation applies to Intelligence checks.
For contrast, if I'm making the player pat someone down to look for hidden pockets, I'd probably make it a Dexterity (Investigation) check, as it combines their ability to recognize which parts of the other person's clothing to feel around in for a secret pocket. Note that because they don't know what they're moving their hands to do I wouldn't use an Intelligence (Slight of Hand) check.
I will, however, admit I use a much larger variety of nonstandard checks, rather than making then rare the way Angry GM describes. In addition to helping the players be creative, it disincentivizes automatically choosing the skills tied to your highest ability score.
I think this is the issue I'm having.
Knowledge, Leadership, and Speechcraft are, I think, the worst offenders. Based on the description, Speechcraft applies to attempts to calm, convince, and trick, while Leadership applies to attempts to calm, convince, trick, and scare. And I've harped on knowledge a lot.
I don't see when "Knowledge" would apply. If a Character is proficient in "History," I can say the bonus applies to heraldry but not marine life. The same goes for a "Knight;" bonus against heraldry but not to marine life. Meanwhile proficiency in "Nature" or as a "Sailor," would know about marine life, but not heraldry.
It's also an issue in the other direction. Someone trained in "History" is likely to know not only about heraldry, but also old nations, major battles, and political actions. A "Knight" meanwhile, would be have a bonus to recognizing heraldry, knowing proper codes of conduct, political maneuvering, and ransom negotiations. I don't think your skills are specific enough to tell me about what they'de give bonuses to.
Similarly, to the above, if remembering "Intimidation," "Deception," and "Persuasion," is a language issue, it might be easier to call them "Scare," "Trick," and Convince," respectively. A "Trader," might know how to convince, but not scare, acting in the same manner
This works the same way walking does. Walking is a best a passive skill, but walking over something extremely narrow or leaping over something can fail. Similarly, swimming is at best passive, but fighting a current would require some skill. Climbing is passive, but you would have to put in effort to resist being knocked off.