Hussar
Legend
Imaro said:Or you could just silo them... sorta like adventuring or exploration skills vs. utility skills... no one says utility powers shouldn't have a mechanical effect even though many are situational and some are only tangentially related to what would be considered by some as "adventuring".
Now this, I think is a fantastic suggestion. A third silo apart from "combat powers" and "general adventuring skills". Have a third option available to everyone that contains all these concepts - crafting, performance, oratory, etc. Not entirely sure how they'd advance, but, I think breaking them out of the "general adventuring skills" silo would be a fantastic idea.
Maybe classes all start with 1 or 2 "Background Skills" trained and then possibly gain the ability to add another trained skill from time to time. Or not. And, have the "trained" skills capable of doing things that untrained skills cannot. It's reasonable, after all, to assume that my 15th level character can do a basic dance - he's probably learned a bit after all. But the trained 15th level character is a fantastic dancer, capable of all sorts of things.
I think this would open up a big design space for character development.