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<blockquote data-quote="Crazy Jerome" data-source="post: 5766094" data-attributes="member: 54877"><p>I want a skill system designed with:</p><p> </p><p>1. The designer having his head firmly in the non-specialist mindset of a typical medieval world, even with the fantasy added (i.e. firm rejection of the modern fascination with specialization and credentials). Guilds are the one exception, and would even so be more focused on factional issues than character capabilities. (If John Smith can't practice as a silversmith because the guild won't let him, don't embed those assumptions in the character advancement mechanics.)</p><p> </p><p>2. The scope and pricing of the skills will be thougtfully and carefully chosen to roughly mimic the results of how people learn and grow, with a few rough edges left for ease of handling. </p><p> </p><p>My experience in the hobby convinces me that Morrus will get that pony first. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5766094, member: 54877"] I want a skill system designed with: 1. The designer having his head firmly in the non-specialist mindset of a typical medieval world, even with the fantasy added (i.e. firm rejection of the modern fascination with specialization and credentials). Guilds are the one exception, and would even so be more focused on factional issues than character capabilities. (If John Smith can't practice as a silversmith because the guild won't let him, don't embed those assumptions in the character advancement mechanics.) 2. The scope and pricing of the skills will be thougtfully and carefully chosen to roughly mimic the results of how people learn and grow, with a few rough edges left for ease of handling. My experience in the hobby convinces me that Morrus will get that pony first. :heh: [/QUOTE]
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