Nellisir
Hero
I'm throwing this stuff out here partially to keep track of my thoughts, and partially to steal thoughts from other people. It's unorganized and unwritten at this point.
INSPIRATION: Blue Rose has favored skills, known skills, and unknown skills. Favored known skills have (level +3) ranks, known skills have (level+3/2) ranks, and unknown skills have 0 ranks (whether favored or not, I think). The favored/known thing is a bit confusing, since you have roughly twice the number of favored skills as known skills, so it's unclear why you would ever not favor a known skill, or what the benefit is of favoring an unknown skill (admittedly I may not have read enough).
BASIC IDEA: Characters get twice the number of skill points they currently do but only at first level -- no skill points at higher levels (stay with me here). Instead of buying ranks, though, one skill point buys proficiency in a skill (1/2 level rounded down +2=rank), and a second skill point buys expertise (level +3=rank). Class skills are those a character can become an expert in -- characters can only gain proficiency in other (non-class) skills. If you multiclass into a class with more starting skill points, you gain 2 skill points per additional level in that class until your skill points equal those in the second class (ie, if a fighter (4 points) becomes a barbarian (8 skill points), she gains 2 skill points every time she takes a level of barbarian until she has a total of 8 skill points (she gains 2 skill points a level for 2 levels). If you multiclass into a class with the same or fewer starting skill points, you gain 2 skill points once.
Any skill taken after first level can only increase by one skill point per level -- a skill can't go from nonproficient to expertise at once.
A feat (Skilled?) could grant two skill points.
Racial bonuses and the like all remain exactly the same.
Synergy bonuses would (could?) be tied to expertise -- expertise in "A" grants a +2 bonus to "B".
Every +2 increase in Intelligence score grants two skill points.
TANGENT IDEA #1: (this is pretty out there)
So then I thought, "nonproficiency", "proficiency" and "expertise" are all weapon terms -- what if this were applied to weapons? It works better with weapon groups (from Unearthed Arcana). Classes have specific weapon groups they can gain proficiency or expertise with -- fighters are unrestricted, wizards can only gain proficiency with simple weapons, etc.
I'm not sure what the benefit would be, though. My first thought was to remove the -4 nonproficiency penalty in favor of BAB -- a nonproficient weapon uses the wizard BAB, a proficient weapon uses cleric BAB, and expertise uses the fighter BAB -- but that's a pretty radical change.
TANGENT IDEA #2:
So if it applies to skills & weapons, why not armor? Characters could be nonproficient, proficient, or experts in light, medium, and heavy armor. I haven't worked out possible benefits yet, but it might facilitate making spell failure rolls a DC rather than a percentage - light armor ruins spells on a DC of (armor bonus + spell level), medium armor on a DC of (10+ armor bonus + spell level), and heavy armor on a DC of 20 + armor bonus + spell level). Nonproficiency in an armor adds 10 to the DC. The character rolls d20 + (light/medium/heavy) armor ranks + Dex modifier vs the DC.
Them's the basics,
Nell.
INSPIRATION: Blue Rose has favored skills, known skills, and unknown skills. Favored known skills have (level +3) ranks, known skills have (level+3/2) ranks, and unknown skills have 0 ranks (whether favored or not, I think). The favored/known thing is a bit confusing, since you have roughly twice the number of favored skills as known skills, so it's unclear why you would ever not favor a known skill, or what the benefit is of favoring an unknown skill (admittedly I may not have read enough).
BASIC IDEA: Characters get twice the number of skill points they currently do but only at first level -- no skill points at higher levels (stay with me here). Instead of buying ranks, though, one skill point buys proficiency in a skill (1/2 level rounded down +2=rank), and a second skill point buys expertise (level +3=rank). Class skills are those a character can become an expert in -- characters can only gain proficiency in other (non-class) skills. If you multiclass into a class with more starting skill points, you gain 2 skill points per additional level in that class until your skill points equal those in the second class (ie, if a fighter (4 points) becomes a barbarian (8 skill points), she gains 2 skill points every time she takes a level of barbarian until she has a total of 8 skill points (she gains 2 skill points a level for 2 levels). If you multiclass into a class with the same or fewer starting skill points, you gain 2 skill points once.
Any skill taken after first level can only increase by one skill point per level -- a skill can't go from nonproficient to expertise at once.
A feat (Skilled?) could grant two skill points.
Racial bonuses and the like all remain exactly the same.
Synergy bonuses would (could?) be tied to expertise -- expertise in "A" grants a +2 bonus to "B".
Every +2 increase in Intelligence score grants two skill points.
TANGENT IDEA #1: (this is pretty out there)
So then I thought, "nonproficiency", "proficiency" and "expertise" are all weapon terms -- what if this were applied to weapons? It works better with weapon groups (from Unearthed Arcana). Classes have specific weapon groups they can gain proficiency or expertise with -- fighters are unrestricted, wizards can only gain proficiency with simple weapons, etc.
I'm not sure what the benefit would be, though. My first thought was to remove the -4 nonproficiency penalty in favor of BAB -- a nonproficient weapon uses the wizard BAB, a proficient weapon uses cleric BAB, and expertise uses the fighter BAB -- but that's a pretty radical change.
TANGENT IDEA #2:
So if it applies to skills & weapons, why not armor? Characters could be nonproficient, proficient, or experts in light, medium, and heavy armor. I haven't worked out possible benefits yet, but it might facilitate making spell failure rolls a DC rather than a percentage - light armor ruins spells on a DC of (armor bonus + spell level), medium armor on a DC of (10+ armor bonus + spell level), and heavy armor on a DC of 20 + armor bonus + spell level). Nonproficiency in an armor adds 10 to the DC. The character rolls d20 + (light/medium/heavy) armor ranks + Dex modifier vs the DC.
Them's the basics,
Nell.