» Sat May 28, 2011 10:55 pm
It all depends on the system and how its made, so it's impossible for me to vote. I would hope for a system heavily based on dice games, but many don't seem to like that. I.e. a condensed version of Role Master, with its hundreds of skills (only in the main book) where you get the skills based on professions (similar, but not identical, to classes). I setup a system of my own based on classes/professions, 55 skills on 5 (2 new) arche types, similar to what Oblivion had. 12 Major skills from your profession list (if you have the background, they are easier to improve on), 6 Minor skills (choose from the arche type driving them), and 6 Misc skills (choose from anything). Now that's 24 skills you are allowed to pick perks from, the remaining 31 skills you can't improve on "as skills" or get perks from, but will be based solely on their governing stats.
But since many (most?) don't want skills to also reflect success rolls, it becomes impossible to make up good skills that enable you to do more stuff as well (as the perks). I would also separate skill increases from leveling, in the sense that using skills improves them, but still have an XP system for driving leveling where you get to increase stats which results in increases on derived stats. Stats relations to skills would be complex enough that it would discourage spreadsheet leveling, similar to Realms of Arkania where skills are governed by both two and three stats and derived stats. Both leveling and skills would suffer from exponential growth, so reaching 100 in anything would be just about impossible. Even at 1.1^level will require 13780 repetitions just to go from level 99 to level 100, so good luck. This makes it easier to get the skills you have to a good average level, but offers replayability since you don't get access to all skills and their benefits in one playthrough.
So I'm sorry, the poll is a bit useless. It's all in the system behind everything, not about adding skills for the sake of adding them. I'm all for complexity. But keep in mind it's not only the players that will come under this, but also the coders that have to try to make a well balanced gameplay for *ALL* kinds of characters no matter how underdeveloped they are; Gandalf the Mage, Steven Segal the Cook, or Conan the Librarian. The more complex the system becomes, the more impossible it becomes having this balance. Remember we're talking about mathematical algorithms here, not a thinking human game master.