| abstract
| - A few things I'm thinking about changing about the skill system. Most of these are niggling details. 1.
* Flattening the curve of skill cost increases. - Ultimately, what this means is instead of a skill being 3/6/9/12/15, it might become '3/5/6/8/9' (weird numbers due to rounding). Why do this? As the system for skills currently stands, each additional die (skill level) purchased has a reduced benefit, but the cost is still going up at a rather high rate. For the example above, going from Great to Superb nets a (roughly, via midpoint averaging method) 22% benefit, yet the cost increases 40%. For reference, Average to Good gains roughly 40% benefit for a 100% increase in total cost. Some players may find this cost curve a good thing, hence why I put it in proposals. 1.
* Creating more control/sub-skill combos with skills that ought to be 'common', but don't receive default levels. The big ones I'm thinking of are 'atmospheric piloting' and 'driving.' Driving in particular is a touch expensive, but as a 'generalized' skill, it needs that cost with the current setup. The good news with both of these proposals is that I can enact them and not require respeccing (automated recalculation and redistribution of points after changes). Comment on the talk page, remember ~~~~ after your posts to sign.
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