Yes, I suppose you could say it's a mechanical thing and as long as we know how it works, it doesn't have to "make sense". But for someone who has played the Baldur's Gate games and respected them as much as I have, I consider the "wording" of things an important issue. In other words, how things work should be more precise than what you generally find in games nowadays. Personally, I find these delicate and subtle details make the combat aspect much more satisfying.
Like I pointed out, skills are probably put into either "involving using weapon" or not, and Silence affects all of the latter. It's easy to see that, and for most people, the problem stops there. For me, I see that as rather lazy work. It reminds me of games like Dragon Age: Inquisition, whose combat is a hopeless mess that shows no dedication and innovation whatsoever.
Next, you might say "stuff like Cloak and Dagger can't be performed without using magic". I'd like to point out that, I never said "BECAUSE THEY INVOLVE NO MAGIC WHATSOEVER". If you're willing to get technical a little bit, then what I'm trying to say here, is that it makes sense if there's a distinction between physical feats like Cloak and Dagger, and proper spellcasting like when you cast elemental magic. One of the distinctions here is the *verbal component*, which I did mention in my original post. Also, you're saying you can't jump 15m without using magic, then what about Backlash? It is also a teleport, and it even involves stabbing someone in the back at the same time. So "jumping 15m" should be disabled by Silence, but "jumping 6m and stabbing someone in the back at the same time" shouldn't?
In conclusion, I believe players who are detail-oriented and care about technical depth will probably find it easier to agree with me. I'm well aware that many don't care about "little details" like this.
Last edited by Try2Handing; 28/10/17 11:22 PM.