NickDaniel wrote:
From the hints Damian and Shaun have been dropping here it sounds like it will address quite a few of the points being discussed.
And raise many more, I'm sure!!
NickDaniel wrote:
I'm looking forward to seeing the skills system - I also play d100 games where there is a skill for everything, it always bugs me that the only other mechanic for skills is attributes.
Judging from the preview of the Hunter class on the SKG website (
http://serpentking.com/wp-content/uploa ... hunter.pdf), I'm still not seeing a distinction between skills and abilities being included in the Players' Book. For example, the preview of the Hunter profession lists one of his abilities as being able to craft bows and arrows, which is more of a skill than an ability (anyone could learn to craft arrows, as far as I can tell - it's not something that should be unique to a specific profession, just like tracking - why can't anyone learn it?) Otherwise, you end up with a situation in which
only Hunters can craft bows and arrows because they're the only profession with that skill. Suddenly, whilst trying to create more choice by adding new professions, you've actually restricted what each of the other professions can do. It's the same with the Hunter's forage skill - suddenly, by introducing this as a Hunter's specialist ability, you deprive the other professions of being able to do this. If you don't, then the Hunter loses something about it that makes it distinct. I'm all for having rules for foraging, and maybe give a bonus to the Hunter, but it needs to fit into a broader skills mechanic, which I suspect the Players' Book is not going to introduce.
Hopefully all this came out of playtesting and has been fixed in the final release
.