= The Point = Skills are arranged in a hierarchy called the skill tree. The root is a basic level of a skill class like "combat" or "magic". Each branch is more specialized part of the skill class. For example: melee and distance are branches of a combat tree. The leaf nodes (ends) in the hierarchy are actual usable skills, but all the higher level nodes are abstract skills, ie. skills that don't actually exist in the game but serve to establish type relations between similar skills (eg. combat (abstract) -> melee (abstract) -> swords (abstract) -> 2-handed swords (actual skill) Capability in a specific skill trickles down the skill tree: Improving your prowess in using "2-handed swords" increases your ability not only in using 2-handed swords, but also swords and to a lesser extent all melee and to an even lesser extent all combat. If you gain knowledge of an abstract skill, your knowledge of using all its child skills will also rise - provided that you already have >0 proficiency in using the child skills (the >0 is to prevent a player from learning to use skills without even the most basic of knowledge). If a character at some point learns the basics of using a, say, flail, his knowledge of using it will immediately rise, thanks to his existing knowledge in melee and combat. Simplified Combat Tree \t\tCombat \t\t/ \\ \t Melee Distance \t / \\ Axes Bludgeons / / \\ 1H-Axes Warhammers Maces = Game Mechanics = Actual skill chance is average of the skill chances of the leaf and each of its parents. For example: Character's skill chance with maces would be: (Maces + Bludgeons + Melee + Combat)/4. If the character uses a skill well (or fails it badly) he gains experience to that skill. The parent skills of the skill also gains some exp. The one directly above gains half of the experience of the child skill, the one 2 steps above gains exp/3 etc. After the skill has gained enough experience the skill raises by one point. = Design Guidelines = Skills should be as generic as possible and the less skills the better. Learning the skills should take a lot of time. Almost all skills should be available to players in the beginning to avoid need of teachers and guilds.