Step 3:
So time to tie it all together:
1. Modified Skill Rank Bonus as discussed in step 1 above
2. Unlimited Rank Development with a cost escalator in step 2 above
3. A skill cost distribution system that can be applied to current character classes, used as a “tool kit†for new class creation or as a stand alone skill driven system.
For the options illustrated below I have a total of 36 skills in 5 categories: Combat(10), Physical(6), Magical(6), General(7) and Special(7). No secondary skills. These are just my own rules preference, and any of the options below can work with the current RM skills or any modified skill set.
OPTION 1: The Meta Classes
This option recognizes that all RM character classes are either non, semi or pure spell users, and that there needs to be a balance between combat skills and spell casting ability. As people have pointed out in some of the posts, a overly flexible system could allow players to optimize both spells and some combat ability to be a combo fighter and pure spell user. With this option, players(or GM’s) assign the individual skill costs within each skill category to fit either their preferences or to fit a specific character class. This trends closer to the current system with high combat skill costs for spell users and high magic skill costs for non’s, and a middle ground approach to semi’s. This still allows a great deal of flexibility and player preference.
Equally as important: each meta class has an equal value of skill costs: 6 each of costs 2* through 7*. While the distributions among each skill category are driven by the meta type, there is a balance between classes and/or characters.
Combat Skills Physical Skills Magic Skills General Skills Special Skills
Non-Spell User 2/2/2/3/3/4/4/5/6/7 2/2/3/3/4/6 5/5/6/6/7/7 3/4/4/5/5/6/7 2/3/4/5/6/7/7
Semi Spell User 2/3/3/4/5/5/6/6/7/7 2/2/3/4/5/6 3/3/4/5/6/7 2/2/4/4/5/5/6 2/3/4/5/67/7
Pure Spell User 4/4/5/5/5/6/6/6/7/7 2/3/4/5/6/7 2/2/2/3/3/4 2/3/3/4/5/6/7 2/3/4/5/6/7/7
OPTION 2: Fixed Flexible
This option is similar to Option 1, but without the category constraints. Each player assigns 36 costs to each of the 36 skills. Those costs are as above: 6 – 2*’s, 6 – 3*’s, 6 – 4*’s, etc. Alternatively a GM can apply this cost distribution to the existing characters to “re-balance†the classes.
There is a potential downside—with 6 skill costs of 2* a player could assign these costs to two combat skills, armor, spells and body d and have optimized the “perceived†primacy skills. However this option does allow for easy tinkering: you can decrease the number of 2*’s and increase one or more of the other costs.
OPTION 3: Player Assigned Points
Option 3 allows players(or GM’s) to assign costs to all of their skills. In this example with 36 skills, players receive 162 pts to assign a value of 2 through 7 to each of the skills. There are some of the same concerns as Option 2 with player optimization but a GM can INCREASE the total pt value(over 162) to make it harder to optimize these primacy skills OR can just put a limit on the total # of 2*’s or even 3*s a player can assign.
While the total pt allocation can be adjusted—or dictated by the total number of skills used I personally feel this is the best framework to create a skill cost tool kit for RM, and it fits into the look, feel and spirit of the system.
OPTION 4: Class Assigned Points
This option uses the same point structure (162 pts for 36 skills, costs between 2-7) but skill costs are pre-set by the game system. I have the skill cost table for the original 18 classes, but don’t think I can fit it into this post.
So that's it for now. Just to reiterate--this proposal relies on three structural changes that need to be implemented: skill bonus progression, skill rank cost, skill cost assignment. These changes:
1. modify the cost/benefit analysis for players during skill selection and progression,
2. inject more flexibility into skill allocation,
3. creates a formulaic balance for skill costs between differing classes and
4. creates a class building toolkit for a class based system or a flexible methodology for a skill driven system.