Doug R. wrote:I support a system where everyone starts with the same skills and objects have a certain skill level associated with them. If you have less skill than the item you're trying to make, there's a chance (based on the skill difference) of the item creation failing with a partial loss of resources. The current time advantages would be the same.
Ronja Rotschopf wrote:I just want to state in that discussion that I (my characters) have experienced important differences of being awkward or expert at something. And that I (my characters) have also experienced significant improvement of skills (not included fighting and hunting).
This means that I don't see the necessity to fix the system.
I agree slightly more with Ronj as it would take much longer to add skill sets to objects as well as making formulas for the chance at failure with resource loss.
-Rather than simply tweaking how long it takes someone to do a project at a certain skill level (for projects with set outcomes).
-Tweaking the same for resource gathering projects as well as resource loss in that aspect.
-And finally tweaking the amount of experience it takes to go from one skill to the other
If we have a constant skill degradation at 1/4, 1/6, 1/8 or even as low as 1/10 skill gain to help with the specializing of skills, it might help move it along.

