So I read Nai's post here, and I understand that the overall intention of this game is for skill progression to be slow. I think this is totally fine, and it suits my playstyle (which is less progression-driven) etc.
However, one concern I have is that I don't think it interplays well with the sheer amount of skill options we currently have. In chargen I already felt a little overwhelmed on which to choose and how many points to invest in order to sell my concept. For example, let's say I want to play a knight from a noble family. Obviously I need combat skills, but do I choose light swords, medium swords, or heavy swords? Doesn't it kind of make sense that if I know how to use medium swords, I'd have at least a passing familiarity with the other two? But it'd be awkward if I picked medium swords, found myself in a situation where only a light sword is available, and was as good as any other peasant. And if given this reasoning I decide to split my points across the board, I'd be worried that not min/maxing means I couldn't convincingly call myself a skilled swordsman, as my medium sword skill would be kind of average.
Then there's footwork, aim, parry, dodge, shield, armour. I would have to accept that my skills can't reflect a likelihood I've had training with any other weapons. I might forgo intimidation, since even though it makes sense for me to be intimidating if I'm playing a ruthless musclehead, I'd have to compromise the skill points necessary to be one. And I'm not sure if I could believably be a noble knight either, since I definitely wouldn't have enough points to spare for education, riding, or any low-level art skills to reflect a cultured upbringing.
So in my opinion, there are two problems:
- Too many skills, many of which could be merged.
- No established interdependencies between skills.
For example I think that if you put 2 points into medium swords, you should conceivably have 1 free point in light swords, heavy swords, and maybe even footwork. Dodge and Parry could interplay. Shield and armour. Etc.
Alternatively, I think if they were merged to just "swords", you could have any skill-specific bonuses come from whether you're wielding a specific item. Or, even a system where you have one favourite weapon at any given time, and suffer maluses when utilising any different one.
I think that this applies to many of the rogue-related skills as well, outdoorsmaship/hunting stuff, even arts/crafts. I'm using the combat stuff as just an example.
I think that perhaps categorising the skills and then letting people pick only one from any very similar group would be cool? But that then raising that skill would have a demi impact on all others within that category. So if grouping all of the avoidances & defensive skills together, you can only train one of them, but training that one would strengthen your ability to avoid in general. This would also make chargen a lot more newbie-friendly from a problem-of-choice perspective.