GMMichael
Guide of Modos
All input helps, PSD. Because my goal isn't just to help me, here. It's to help everyone.
Here's the list I'm currently using:
Physical skills:
Fight/unarmed, fight/melee, fight/missile, parry, sneak, movement, larceny
Mental skills:
Knowledge/Nature, knowledge/scholar, profession/healer, prof/musician, prof/alchemist, prof/smith, detect, concentrate
Metaphysical skills:
Cast spell, spirit, repel undead, handle animal, persuade, deceive
So of the skills you mentioned, I think they're all included. Athletics and Movement are the same thing. I don't have a Knowledge-Arcana, but you could get something similar with the Cast Spell skill or Know/Scholar. Higher ranks would be required to know magical stuff with Know/Scholar, since magic isn't really fourth-grade material. Know/Nature and survival are the same thing.
Another one of my goals is to be able to branch the skills out, so for example:
Movement becomes - acrobatics/tumbling, running, swimming, climbing
Know/Nature becomes - hunting/fishing, camping, hiking, tracking
Detect becomes - spot, listen, search
Fight/Unarmed becomes - grapple, kung-fu, brawl
My question to you: is 21 skills enough to make characters interesting while remaining a fundamental, simple RPG?
Here's the list I'm currently using:
Physical skills:
Fight/unarmed, fight/melee, fight/missile, parry, sneak, movement, larceny
Mental skills:
Knowledge/Nature, knowledge/scholar, profession/healer, prof/musician, prof/alchemist, prof/smith, detect, concentrate
Metaphysical skills:
Cast spell, spirit, repel undead, handle animal, persuade, deceive
So of the skills you mentioned, I think they're all included. Athletics and Movement are the same thing. I don't have a Knowledge-Arcana, but you could get something similar with the Cast Spell skill or Know/Scholar. Higher ranks would be required to know magical stuff with Know/Scholar, since magic isn't really fourth-grade material. Know/Nature and survival are the same thing.
Another one of my goals is to be able to branch the skills out, so for example:
Movement becomes - acrobatics/tumbling, running, swimming, climbing
Know/Nature becomes - hunting/fishing, camping, hiking, tracking
Detect becomes - spot, listen, search
Fight/Unarmed becomes - grapple, kung-fu, brawl
My question to you: is 21 skills enough to make characters interesting while remaining a fundamental, simple RPG?