First off I'd like to say I don't think there is anythning fundementally wrong with the current way skills are acquired. Skill scroll and a chance to learn the skill based on a stat is perfectly fine way to deal with this IMHO. I do think that these scrolls are too easy to come by however and if it is a difference between making them easier to get or easier to learn - I guess I would side with make them easier to learn but harder to find. Thing is that if a scroll is rare and wonderful players will use rings and potions to increase their chances of learning it. If you already have the skill and do find one, you now have a valuable item to sell. BTW I think this same argument should apply to more spellbooks too. I don't care really if someone sells a skill scroll to another player for 50000 pl, or a dragon horde contains a scroll of sense magic, but I do think they shouldn't be store items and should be fairly rare (depending on the skill of course - literacy could be cheaply available at the libraries certainly). It could be an idea to make the chance of learning the skill based on different appropriate stats. > 1) Starting skills - still have classes that determine skills, or completely > customizable > > 2) Gaining new skills - get one every X levels, quest completion, completely > fixed based on what you start with I have no problem with the class system for starting out (except the faces...) since people like it (remembering back to the PM on this one - he mentioned that most people choose a class even though the option is there not to) and it helps speed up character generation. Also with the classes you can mixup the good and not so good so that everyone does not just pick the most useful skills for new players and dump the others when starting out. Once that is aside and the character created though, I think that players should be able to get any skill they want so that they can develop however they like. I don't think however that they should be able to get all skills by level 30 and I don't think that all the skills they get should necessarily useful for them in particular. If you pick a class with no magic and then want to get the 'magic' skill then I have no problem making it a pretty tough road (or roads) to get that skill (the dread Tower of Wizardly thought, the secret marsh of the shamen, sometimes dropped by a Djinn)- there are always amulets and the like as well for the fainter of heart. I don't see a need for a complex system for this - just redeployment of some of the resources (this is more an economy issue that a code issue I guess I'm trying to say) now as for skills themselves: > 3) Skill particulars - max level allowed in some skills? Different rates of > gaining exp in different skills (attenuation?) Linked skills (gaining exp in > one skill means you gain some portion in another related skill) How about: how are xp gained for different skills? Having the skills share xp however is something that would be good to do away with as it: a: makes it too easy to get good skills (since they automatically are the level of the other similar skills) b: keeps many skills pretty wimpy for reason a: I do think that it would be a good idea to break out the skills so they do not share xp as this would make them and players more interesting and allow increasing powers in skills without so much game balance upset. This would only work if there were reasonable ways to gain xp in these skills (training allows you to dump some xp into the skill from your total, or getting skill xp for specific actions (quest rewards), and there were clear and useful skills with increasing benefit (not 100 small one off kind of skills). > 4) Number of skills - how finely divided should the skills be. I guess this would depend on what a skill gives you. There should be a difference between skills that grow with xp and skills that give you a specific ability. How much use is having 60 levels of literacy anyway? Even if it was really cheap skill it would be a pain for mapmakers to mixup that many books. It would be nice if at certain levels of a skill you would get some additional abilities, like for example - magic lore as a skill would give you sense magic, then the ability to identify some items, then the ability to make some items all based on the level you have in that skill. This would be one way to handle different 'one-off ' skills by incorporating them into an actual Skill. Missile weapons skill could give you bowyer skill at a certain level. Unarmaed combat could contain both jumping and karate. Making a distinction between a capital S 'Skill' with 'minor skills' would allow for some measure of Skill development while still not screwing too much with lots of racial and specality skills. That being said, the skills would have to be modular enough to support the race/class type distinctions (or some of them anyway) without overlap (or maybe some little overlap). Also I add - no rush, lets talk and figure out the best soluton.