As I think about it the best model for what I was proposing is that skills are priced at the category level with the category cost being three times the normal cost. All skills cost the same initially but professions bump the costs around. To bump a cost down you have to bump one up.
There are two sets of costs. One for normal skills and one for Languages, spells, and armour.
So for example Melee 3/12 would let you buy individual melee skills at 1/4.
Stat bonuses are applied to specific skills not categories. When using a skill you use the stat bonus from that skill whether you have ranks in it or the category.
Ranks are cumulative. 3 ranks in Melee and 3 ranks in Broadsword is the same as 6 ranks in Broadsword.
DJ,
I hope you do not take this in any way other than providing a comment on your category and skill ideas, because that is what I intend to do.
Also IMO your skill system can change very dramatically depending on your purpose for the skill system.
1) Do you bump skill costs up and down after PC creation?
If so then you have to have a good way to track the changes or IMO you can have problems recreating a PC at a previous point.
I think we have all had a player decide to change their mind after going up a level or maybe decide to change training packages after PC creation.
If PC gen is done by computer then it is not so hard but if done by pen a paper IMO it could be tough to roll back some things.
2) Category vs. Skill cost:
I do not know about this one especially after your statement that skill bonus and category bonus are added together. I would have to see more of the categories and skills to make a better judgment call.
3) 2 sets of costs, normal skills, language, spells and armor:
Why two sets of costs?
4) Stat bonus applied to skill only:
If this is the case then IMO every PC will have at least 1 or more rank in a skill they want to use. This is so they can gain the stat bonus. But my opinion may also change depending on how big stat bonuses are.
Also I think you have to ask yourself, is this skill system realistic enough for your game? So if I train 1 rank in melee does it apply to all melee weapons?
I can also understand that there are some very strange melee weapons out there and there are some that it is very easy to apply your knowledge to. So it again depends on how accurate you want the system to be to real life.
GrumpyOldFart:
1) Wind Surfing vs. Sailing and Surfing:
I do agree that there are some crossover skills but if you have categories like RMSS some do not apply. Such as Endurance Sports swimming vs. running, both require great conditioning if you are good in one it does not mean you are good in another.
Or just because I am a good dart thrower it does not mean I am good at horse shoe?s or Bachi ball. [sp?]
Another one is just because I take a math class it does not mean I am good in biology, chemistry, physics etc.
2) Stats:
I guess what I am trying to say here is that some like to base skill costs or vary skill costs if the PC has a high stat. I am not really a fan of this type of game system.
3) Skill examples for job?s:
Yes I do agree that the skill requirements can vary a lot depending on the game setting. Or as a matter of fact they can vary depending on regions, cities, job titles, cast systems, etc in a game world.
The other problem here is that if an expansion comes out that has a big impact on your game world it can be tough to add a skill or skill?s to the list that your PC?s have been training in.
4) Prime Skills, Secondary Skills and Tertiary Skills; Also 3 skill set tables:
I do think this might be a good thing but again it might cause a problem depending on the GM and there setting. Or even how they GM there setting.
The 3 different complete skill sets were for how the GM runs his game or world. If they like very realistic then go for the most complete skill list requirements. If they want more variance then maybe a small skill list for the job or maybe something in between.
Also the 3 differing skill list idea was to show GM?s that they can vary their games ?job? skill requirements.
I can also tell you that some players will take it very badly when you tell them they should have skills X, Y and Z for job A.
5) Skill Requirements for Jobs or ?Why do I need skill ranks in math if I want to be a Doctor??
There are different ways for people to learn the same skill. You can look up the various different teaching styles that show teachers how to teach different students. Also sometimes a person does not know a skill will help them perform another skill better. So math can teach abstract thinking or problem solving to people, even if they are poor math students.
6) Other Systems:
I have seen some other systems out there that do have a set of basic skills given to a PC and then a skill list to pick from for Advanced Training or Related Skills or Specialist Skills. Maybe this is a good approach to take for ?skill templates? or however it fits into the game you are running.
MDC