I would say that School of Hard Knocks is the fix to all your problems and worries about skills:
Thank you for the suggestion. It is compatible with RMSS, isn't it? I suppose I'll get one copy as soon as possible (maybe from the online store if they mail to Italy)
I would like to add that I think that RM does not need a redesign: it only needs to have some points better integrated and defined (read ahead after the following quote).
I firmly believe that not everything needs to have a rule attached to it and that some things should be in the hands of the GM. There should be some arbatration so that there can be some flexibility. Games that have no flexibility do not appeal to me, too much.
For sure it is a matter of tastes and every taste is respectful in its own way. And for sure I do not pretend that everything should have a rule for it. But I think that a little bit more regarding resolving combat and action rounds would be a real improvement of the game. Let me give a further example (probably with the Skill Companion at hand things will appear different, but I cannot know by now).
1) The Ambush skill description (A1.28 from the RMSR) says that "a character must approach his foe undected and be able to strike before the foe can react".
2) The Quickness Stat modification to DB (23.2.7) is factored (x3) in the DB of a character only "if he is aware that he is in a combat situatuion and is free to move"
3) In table T-3.5 we can see that a Surprise Attack yelds a +20 to the OB of the Attacker
4) Surprise is handled in 18.2.10 where nothing is said about how you get surprised but it's suggested that "a surprised character" is allowed "to take only one deliberate action" and "the actual % activity allowed should range from 0 to 100% based upon an Orientation roll (see 21.4)".
5) 21.4 tells us how to handle confusing actions and which skill should be used in the Orientation roll.
For sure anyone would say that
all of the five bullets are somehow related to each other. But it's not really clear because, apart from the plain link between 4) and 5), there is not any explicit, formal set of definitions that links them in any way. So, for example, I could
guess that when I can apply my Ambush skill I can also get the +20 to the Attack for Surprise and also that my target will not get his Quickness factored in the DB. But, is it always true? Or,
maybe, it is not always true? And should I guess that when 2) does not hold true then I should be entitled to apply 1)? Or not? And could I infer that a character is Surprised if the Orientation roll gives a really low result? Could it be also that an Ambush can happen only if the Orientation is low enough? Or, at the opposite, if you can apply Ambush then no Orientation should be allowed (i.e. automatic 0% result)?
I repeat that it is a matter of tastes. I like D&D (I would never have said that twenty years ago, when I used to be the GM in Middle Earth with first edition RM first and soon with RM2, playing every week more than two evenings a week...) because the things above
are clearly defined in the rules.
For instance Ambush (the thieves' special attack bonus to damage) can be applied every time Agility cannot be added to the Armor (the 1. above is defined not based on detection but it is defined based on 2.). When the game makes a transition from narrative to action rounds, the awareness of all of the characters involved is checked and who is not aware is surprised and loses the Agility bonus to the armor and this holds true until the first active initiative (and so any attack from a thief in the meantime qualifies for the "Ambush" bonus). Etc..
I do not think that these things are details that can be left up to the GM. How combat is paced in a game that has a table for each separate weapon cannot be left so vague.
It is also simply a matter of rule organization. Think at positional modifiers and that they are by the rules cumulative each other (without any plain rationale: it's hard to me to explain why a rear attack is cumulative with a flank attack... It's even worse to me to understand why a Surprise is a Position...). If you turn to the Martial Arts Companion and the All Around Attack feature that you can buy in a Combat Style, you'll read that the penalty to attack aside or through the rear without turning is double the Position bonus: attacking from the rear would accrue a penalty of -50 (minus double +25); but (RMSR 23.3.4 and even from RM2) a non-surprise rear attack gets a position bonus of +35; shouldn't it be -70 the penalty to the All Round Attack then? Or shouldn't it be appropriate here a note to explain a little bit more? Maybe even the author of the Martial Arts Companion made a little bit confusion? In my opinion the rules, in the main mechanics, should not have this kind of ambiguities.
Ok; I stop here because I'm getting tedious; excuse me!
But, the good thing is that now I can turn to the Skill Companion and I'll do it full of good hopes.
Ciao,
Alessandro
P.S.:
BTW: Welcome to the ICE Boards and community! Huzzahh!
Thank you! I'm eagerly waiting to play again to RMSS; so I've started to study the books all over again...