Different Approaches to Perception on TTRPGs
So I've been playing with the concept of perception in my game. The mainstream traditional games generally tend to use perception skills to symbolize how sharp your senses are. On the other hand we have games where you perceive something if you know what to look for or what you're looking at, like a magician being able to spot a sleight of hand because they know how to perform it or a warrior being able to tell what kind of weapon was used to off someone because they've seen a lot of that in the battlefield. I like this approach a lot more because it gives more uses to a wider scope of skills while avoiding situations where someone like the Ranger notices something wrong with a potion because the alchemist had a low Investigation/Perception score, but I ran into an "issue" where, for example, the skill to disarm traps would be the same skill to find hidden traps and the skill about making concoctions with plants would be the same skill to find those plants. This will make me either ask for two skill rolls of the same skill to represent different situations which could feel "same-y" or merge the rolls into a single roll which could be underwhelming the different stages of the process for a given task. I'm struggling to find the right balance while keeping the concept and would appreciate some insights!