You need to avoid adding rules solely because it adds realism any rule that does not accomplish a specific goal should be revised or eliminated. I think it's a lot easier when you know what you want the mechanics to actually do. The goal was to permit PC to influence their society advancement in a tangible manner through new discovery, revolution, politics, etc. The concept is to describe some kinds of civilization attributes (in terms of social, environmental, spiritual, martial, science, mechanical, economical technologies), and to derive the character basic skills and cost with it. A kind of meta-system similar to the technological tree in Civilization(TM), the video game. Bad if you like details and hard to combine skills easily. Can be enough for simple system with not lot of progression. You are either neophyte, apprentice, companion, master or genius. For example, you will have a 8+3D, which mean 8 success plus 3 dice pool. Use an amount of fixed success and a certain amount of dice for the pool. The double row limited dice pool system.Seems complicate but you can simplify it greatly with some special trick. For example, a ratio of 20% mean that the probabilities is equal to 20% x S + 80% x A. The Skill/Attribute ratio system, where each skill S can be associate with an attribute A through a particular ratio R.The variable skill cost system, where skill progression are independant from each other.I have currently 4 skills system I like, with a fifth in development: It just seems that skill are what I hate. Strangely, must other things (like attributes, action resolutions, combat, health, weapons, etc.) seems right to me (at least for me, but that was my goal), although they mustly all depends on the skill representation somewhere. By skills, I include both usage (how to use it), representation (# of dice, bonus, adjective?) and definitions (what they supposed to represent). from the most simple to the most complicate. I always ended unsatisfied, whatever I do, use, choose. Fighting off the urge to look ahead, the Quakers are forced to turn their attention towards Columbia as they kick off the home streak in the Palestra at 2 p.m. With plenty of games left on the schedule, Penn looks forward to a four game homestretch ending with the indomitable Princeton. Despite the stumble, the Quakers will have plenty of chances to prove their ability as they face down the tough road ahead. Thankfully, they don’t measure you on just one leg of the race in the Ivy League. The loss marks a decisive moment in the season with the team officially falling to 2-2 in conference play during a season where every match matters. While close for most of the match, the team seemingly lacked a certain energy late in the game that they’ll need to finish off opponents in the future. Penn allowed Harvard junior Harmoni Turner and sophomore Katie Krupa to both put up over 25 points on shots from all over the court, and got out rebounded by 10 boards overall. Talent in the league is really good, but we see everyone twice a year.” “When we play together we are really effective. We made a lot of strides, just got to clean up a lot of things,’ McLaughlin said. “We are going to see everyone twice just keep growing. In the final quarter, Penn closed the gap to four points, but Harvard extended its lead and eventually won the game despite Penn's persistent efforts. The Quakers, however, narrowed the gap to six points by the end of the quarter, thanks to an Obi three-pointer. Gayle started the second half strong, but Harvard dominated the third quarter's first half with a 12-2 run.
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