Jim wrote:
My pleasure. I've thought a lot about skills, with some of the same fundamental questions you've raised (like your blog post where you mention weapons/combat being separated from the rest of the system). I had not made the leap you did you just having different tracks - like the BAB. So what you've ended up with is kind of a mix of the two approaches. It's interesting.
Thanks! Hopefully, it cuts down on prep time.
Jim wrote:
Nice - much cleaner.
1) You might want to keep the idea of things you can and can't use untrained - depends on how specific you want to get.
I am, kind of. Things the DM determines should not be done untrained *might* be "unlocked", at the DM's discretion, through drama points. A short cut that you be functional for most situations.
Jim wrote:
2) I would remove the "Your class skills" from the description of Trained. If I take what you mean correctly, it's true that your class will include skills in which you are trained. But after character creation, is this distinction important?
It isn't. You're right.
Language, language, language. I have to keep on paying attention to that sort of stuff. Excellent suggestion, man!
Jim wrote:
3) This brings up the question - and maybe you've answered it and I lost it along the way, but how does "level up" affect these things? Do you get points to buy things up to another track? Do class skills get improved?
I keep going back and forth. Keep in mind, a main goal is to have a somewhat more elegant and flexible "old school, classic D&D". Part of that is keeping things simple so that you can easily pick it up, learn it and add stuff. In classic D&D, skills were kind of an afterthought.
The part of me that played GURPS, Hero and many other complex systems for years wants to have more skill rules. The part of me that wants a classic D&D says I'm already giving more than enough options. As written, it looks like characters have to buy or decide on specialties. And I am undecided whether you can buy additional skills. I'm tempted to have that option but it will be very, very few.
These are broad skill categories anyway. Each one makes for a considerable body of knowledge.
I think optimization and uniqueness will come primarily from alignment and "feats".
I'm starting to attack classes today. It's proving more challenging than I thought.