Briosafreak said:
Yep that pretty much sums it up. That was the thing that would push replayability even further, and it was all around cool.
The funny thing is, I hadn't fully explained the new archetypes it would open up. Someone with high Science and low Mechanics = Computer Skills; high Science and high Mechanics = McGuyver; low Science and high Mechanics = The fellow you met near the bridge from Arroyo who would sharpen your spear for you, but perhaps understand how a spear made with a device akin to a Ripper on the end would be better and put it together for you (if the parts were pre-made) - they just understand the basic function and rig it up using what they have an understand. Mileage may vary.
It is also entirely possible to include more options with combined skills. Medical and Science - Able to use a pre-war med lab and do some "improvements" on yourself of others like a good mad scientist. Medical and Mechanics - Better ability to fix crippled limbs, blindness (the usual off-camera thing with splints, making corrective glasses, etc.).
Though, this will lead to several kinds of character types with favorable skill tags being used, especially when you can figure on tagging three skills that work together. Science, Mechanics, and Medical. Now you're an ace doctor that can fix things, work computers, and tweak a plasma rifle. Being able to use it well is another matter entirely. Or talking to people, surviving the wilderness, or other matters. Or you could only option to have a couple in order to be able to make or tweak great high-tech weapons and pick another skill, but the fact that you have to take two together in order to achieve something even greater when you have exceptional skill in both adds far more depth, particularly in late-game.
I know this is a little off to the side, but it is something to consider for other games, as a skill-based system has many ways of being used that don't unnecessarily convolute the game or turn it away from P&P RPG roots.
he fatigue thing probably started from the way Sawyer disliked how armor operated before, but he`ll explain it better i`m sure. I don`t mind that in a CRPG, although i would be interested to know other options to fully understand if it was such a good idea.
I would like to hear more, too. While it doesn't sound wholly bad, I do have some reservations as to how it would feel like a P&P RPG in that way if it involved something that's not represented in such games. It's a minor thing, really, but one I'm curious about and want to get more info before I say for certain.