They should take it much farther as well. Now we have Combat, Stealth, and Magic. I'd like to see Nature and Social branches as well, as separate branches.
In my own dream edit of the game, there would be far more skills, and skills have subskills to specialize in. You can choose to become an adequate allrounder, or a super specialist in one, but not a specialist in all. Specializing should
require a trainer. No super athletes becomes a sprinter, long runner, distance jumper, or height jumper, by practicing alone. It's always taught by somebody else, a trainer.
Possible skills (and subskills) in
Nature and
Social branch:
* N Nomadic.
- Avoidance is ability to set camp in such a way that sleep is undisturbed.
- Resting is how long it takes you to rest (also influenced by gear).
* N Cooking.
- Plant based is ability to prepare a meal based on fruits and vegetables.
- Animal base is ability to prepare a meal based on killed animals.
* S Bartering.
- Selling.
- Buying.
* S Streetsmart, commoner, and etiquette (yes, lets bring those back in, it's too easy now).
- ? Not sure what to have here, maybe the minigame options?
* N Medical
- Speed governs how fast you're able to treat a wound (it's a whole different system on health and stamina, but sparing you the details).
- Amount governs how much health can be restored without external aid from a professional.
* N Jumping
- Height governs how high you can jump, in game related to a standstill jump (evasive acrobatic jump i.e.)
- Distance governs how far you can jump, in game related to a running jump.
* N Swimming
- Speed increases how fast you can swim, as you focus on becoming a sprint swimmer.
- Breath increases how long you can hold your breath.
* N Running
- Speed increases how fast you run, as an added modifier to the speed attribute.
- Distance increase how far you can run without pause.
* N Climbing
- Steepness says how steep the climbs can be. Too steep for your ability, and you'll slide or fall down.
- Trekking is added stamina for mountainous activities.
* N Alchemy (no longer a magic skill, but a nature skill, since it relies so heavily on flora lore).
- Recognition (or Flora Lore) is the ability to recognize flora and their effects.
- Preparing is the ability to achieve good results when making a potion or poison.
* N Hunting
- Stalking is similar to sneak, except: Only works outdoors and on bestiary (no NPCs), where sneak only works against NPCs or indoors.
- Surekill increases the chance of a
fatal hit, which is different to a critical hit, where sneak deals critical hits as normal.
and so on and so forth. For me, RPGs is usually an experience in exploration. I'm only fighting beasts and NPCs, nature doesn't count for anything. And I always have to fight beasts and NPCs, there is no talking your way out of a bad situation (importance of the Social branch). A good GM in a dice based game listen to what we want, and plan events based on that. In most if not all computer based RPGs, it's all about fighting and killing, and bad roleplaying if you ask me.
Bah, ending it here... Got tired from writing