byline
01-13-2006, 07:45 PM
Your breakdown seems very similar to the 7th Seas Skill set system, where players chose a skill set that had basic and advanced Knacks available to the player. For example, the Sailor skill set had basic Knacks of Rigging, Climbing, Balance, and Knotwork and advanced Knacks that included Pilot, Cartography and Swimming. The Skill itself--Sailor--didn't get augmented at all during the course of the game, but gave the player access to learning and improving all the Knacks associated with it. During the course of a game, a player who didn't have the Sailor Skill could either learn one specific Knack or learn the entire Skill set and suffer no penalty to learning other Knacks associated with it. All in all, a very clean system of addressing abilities by class rather than hodge-podge pick-and-choose.
I strongly suggest you avoid setting up your system to raise levels in BOTH experience fields and skills (as you define them). You'd be complicating the mechanics well beyond what's necessary and, frankly, turn players off from wanting to play it.
I strongly suggest you avoid setting up your system to raise levels in BOTH experience fields and skills (as you define them). You'd be complicating the mechanics well beyond what's necessary and, frankly, turn players off from wanting to play it.