![]() Don't be afraid to completely remove any element that you don't think is going to have a significant effect on the overall strategy or play of the game. Make sure that each attribute and rule is meaningful in its own right. Use different mechanics where needed, but don't introduce too many different ways of doing things or you'll make the game harder to learn and play. Games are not simulations and while the rules should map to a plausible set of imaginary events, they don't have to stand up to in-depth examiniation for realism. You need to avoid adding rules solely because it adds realism any rule that does not accomplish a specific goal should be revised or eliminated. I think it's a lot easier when you know what you want the mechanics to actually do. The goal was to permit PC to influence their society advancement in a tangible manner through new discovery, revolution, politics, etc. The concept is to describe some kinds of civilization attributes (in terms of social, environmental, spiritual, martial, science, mechanical, economical technologies), and to derive the character basic skills and cost with it. A kind of meta-system similar to the technological tree in Civilization(TM), the video game. Bad if you like details and hard to combine skills easily. Can be enough for simple system with not lot of progression. You are either neophyte, apprentice, companion, master or genius. For example, you will have a 8+3D, which mean 8 success plus 3 dice pool. Use an amount of fixed success and a certain amount of dice for the pool. The double row limited dice pool system.Seems complicate but you can simplify it greatly with some special trick. For example, a ratio of 20% mean that the probabilities is equal to 20% x S + 80% x A. The Skill/Attribute ratio system, where each skill S can be associate with an attribute A through a particular ratio R.The variable skill cost system, where skill progression are independant from each other.I have currently 4 skills system I like, with a fifth in development: It just seems that skill are what I hate. Strangely, must other things (like attributes, action resolutions, combat, health, weapons, etc.) seems right to me (at least for me, but that was my goal), although they mustly all depends on the skill representation somewhere. By skills, I include both usage (how to use it), representation (# of dice, bonus, adjective?) and definitions (what they supposed to represent). from the most simple to the most complicate. I always ended unsatisfied, whatever I do, use, choose.
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