Skill Changes, Part 1
The skill system – the one in the currently released version, 0.95a – has some things about it that I like, and some things that I don’t think worked out particularly well. One feature is in both categories – “pick one of two skills at every tier”. In some cases, it works well and you have an interesting choice to make. In other cases, the skills don’t lend themselves as well to it, and it ends up feeling unnecessarily restrictive.
The other high-level feature of the system that I really like is the ability to have some top-tier skills that you need to invest into an aptitude to get, and that can be powerful and game-changing. You can’t have that in a system where you can cherry-pick any skill you want at any time.
So, the goal of these adjustments is to keep the progression and high-impact choices, and add more freedom where “pick one of two” doesn’t have a compelling reason behind it.