So, the news is that MYFAROG is doing away with its skill system in favor of XP based point-buy. It’ll be interesting to see how this affects the overall system.
Originally, rather than using XP, MYFAROG used a system not too dissimilar from the old FF2/Daggerfall skill-grind. The idea was that improving skill is something of an upward curve; while it wasn’t hard to learn a basic skill and improve it somewhat, the higher your mastery, the longer it took to improve. It was an interesting idea, and not something you saw in tabletop games too often. But as Varg himself pointed out, you don’t want the tabletop version of taping down the run button in Morrowind and leaving your character to run against a wall to grind athletics.
So, now he’s implementing an XP based system which we have yet to see. As clunky as the old skill system might have been (I don’t really like skill systems in general for tabletop games), I can’t say I’m a huge fan of point-buy systems either. Well, okay, the old white-wolf point-buy system held up alright for what was essentially a rules lite game focused on story, but I’ve seen 3.5e Eclipse stuff that boggles the mind. If he has gone the XP route, I’m hoping Varg took my suggestion to better flesh out the Power Levels to something equivalent to the 3e CR rating system.
When I do get the final version of MYFAROG, if I end up running it, it will undoubtedly be with some of my own tweaks and adjustments (c’mon, who doesn’t houserule things a bit?). Luckily, this time I’ll be approaching it with some more experience with both GMing and game design under my belt, so I might make some changes of my own to keep the old skill rules, or a variant of it. Recently a friend introduced me to Altars and Archetypes, which is a ruleslite system that allows for pretty infinite flexibility in character creation; you choose your character’s archetypes/roles (so you can have a Pirate/Wizard/Baker) and you roll dice of varying sides based on your character’s experience in that role to perform tasks. You’ve been a pirate for a long time, so you’d roll 1d12 for pirating tasks; you’ve been studying magic for the last year, so you’d roll 1d8 for casting spells; you’ve recently taken up baking, though you’re not very good at it yet, so you’d roll 1d6 when you’d try to bake something. That’s a silly example, but you get the idea.
Since MYFAROG is essentially a “Job” based game, I think that a similar system could be swapped out if you didn’t want to use point-buy or the crunchier Skill system. You’d simply have to take into account what each job/role is and the skills/abilities they grant you in MYFAROG and translate that to the flexible skill system. I don’t know. It’s something I might look at.
Most of all, I’m itching to read the portions of the worldbuilding and background info that was dummied out of the playtest version. Once it’s out or once I know more about the changes Varg has made, I’ll start fleshing out ideas, maybe even write up a module or something.