» Wed Mar 09, 2011 12:41 pm
agreed. I think they might have needed some tweaking to give them more utility. For example, acrobatics could involve more than just jumping. It could involve balance, rolling, dodging, and parkour (which could be mixed in to combat). Athletics used to affect running (fatigue and speed) and swimming (breath meter). It could also relate to "being atheltic" - dexterity, the ability to dodge, sprinting, and endurance running. It could also affect movement speed during combat, as well as interact with the encumbrance system.
I would make it a skill that a character can "live without" but that, if selected, would provide combat and non-combat benefits on-par with the other skills.
I suppose the sticking point is that in the past, the way the skills were increased was primarily the act of jumping and the act of making the character run or swim. Thus, even if these were not Major skills, they would level up relatively quickly because of constant usage. Having other actions (context sensitive or assigned to a specific key/button) increase the skills would make it so that you would have to actually decide to use the skill. For instance, you are only going to increase short blade if you choose to equip a dagger. Some examples for athletics: a toggle for endurance running mode, an active control for dodging during combat. Perhaps under-water swimming (and swimming without the "water breathing" spell) would also increase the athletics skill. For acrobatics, this would be the deliberate attempt to improve parkour maneuvers, perform a rolling action, and taking risks by choosing paths that are more treacherous (assuming a balance system is used in-game).
Those are just some ideas of how to revamp the skills.
I wouldn't object to the two being combined together, as they are similar. Being athletics would include the muscular strength to jump and stuff, right?