All right a few points here.
I mostly agree with Missy. Your characters shouldn't see what skills there are or how they work because as in real life we can't see what we are good or bad at until we have gone and done it and as in real life we can't suddenly know if we can get better at it. The only way to find out if you can get better at it is to continue working at it and seeing if there is any improvements.
One of the things that Jos didn't want to turn this simulator/rpg into was where a player can do simple mathematical equations and master the game. He wanted it to be random with some uniformity like it is in real life. Jos didn't want a player saying my character needs this, this and this and he'll be the best stone digger in the Quillanoi. You can see how the game can be abused that way. We saw it back before random damage where people with sabres/crossbows and iron shields could easily in a group of three take out a whole town of 30 people armed with hunting bow/war bows and wooden shields. Now with tiredness, it'll be much harder for three people to take out a whole town and easier for that town of 30 to repel such attacks. Now people also have to be good at combat.
In Cantr we are trying to make it as realistic as real life as we can get. It will mean that major changes will occurr. I have been playing for over two years and I think Missy can say the same since we started around the same time, Cantr was a totally different game. In fact, back then it was all about the numbers. If you had three people then you could build a house in 10 days. If you had three people with sabres then you could easily take out anyone protected with a wooden shield or less.
Since I started playing Cantr two years ago;
1. Everything was on one page. No links to inventory, objects, people, area information.
2. No knocking.
3. No random damage from weapons, or missing, or random blocking of damage or not blocking entirely.
4. Take the current tools list and imagine that as all the objects we could build which included our weapons, protection, machinery, ect..
5. Raw steel and iron could be extracted from the ground.
6. There were only two continents.
7. Everyone knew each other; no dynamic naming of characters nor could anyone change names.
8. When people died inside a building everything including the body ended up outside.
9. No dragging.
10. No objects broken down into parts.
11. No animals.
12. No clothing.
13. No character descriptions.
14. When you were traveling there wasn't a map to show where your character was on the path. There were maps when you were at a location.
15. No ages. Years hadn't been introduced yet to Cantr. Everyone was ageless.
16. Obviously, no skill system or new system of damage, hunger, etc...
17. No time limit.
18. Time only consisted of there being the day (turn) and the hour (sub-turn) ex. 230-2.
There are probably more changes that I haven't thought about but you can see that a lot has been done in Cantr some major changes in the past two years that I have played.
I remember when dynamic naming and the time limit as introduced and many people said at the time that those things would ruin Cantr but as you can see it hasn't yet.
Come on, guys. Give the system some time to be fleshed out and see how it works. I am sure it ain't perfect but it is a step in the right direction.
And rather than saying it is dumb and that it will destroy Cantr, actually play with it for a bit and then give some structured critism as to how to make it better.
