Ok great!
Got the big color book, so will dig into that here soon. 🙂
And thanks for the feedback on the rules ideas above. I just wanted to double check that I was not doing crazy odd stuff for BRP fans.
My own group likes this stuff, and they find the breakout of "top 20 skills as per setting" on front of sheet , then "odd/specialty/uncommon skills on back of sheet" very helpful as purly a design aspect. So I wanted thoughts on that. I will have a graphic designed character sheet here soon (anyone else start their game design with the character sheet too?)
Ok, so more odd mechanics questions...
* How does everyone feel about Characteristics being just for base modifiers? (i.e. You only ever roll the x2 , x3, x4 mod on the Characteristic if you absolutely cannot find a skill that matches... but.... with that said, we are thinking of making a slightly more typical Skill that ties to each Characteristic which should catch 99% of all 'generic' uses of a Characteristic...)
example:
- Instead of rolling Dexterity x2, x3 for doing some odd jump tumble, balance move = we have a skill of "Acrobatics", and that is described as "Covers all non-athletic/martial-art style movements" in the way a generic Dex roll would cover.
- or instead of Strength x2, x3 for lifting, pushing, dragging, etc = we have a skill of "Brawn" and that is described as "Covers all acts of non-combat actions where weight matters" in the way a generic Str roll would cover.
Note that this functionally is the same as Characteristic xN, but for my players it has eliminated the knee-jerk panic of mid-session maths. And it lets me leverage the above mentioned Difficulty penalties instead of changing the multiplier (that way its a rather standard mechanic/math for all actions in the game)
(and yes yes i know, some folks are ok with multiply/division mid-game. But I have found in my experience, that if there is a clever way to not do it and get same results, it won't hurt the mechanics of the game at all, and eliminates all complaints to such.)