Ease of Use: Preliminary Thoughts
I've idly turned over the idea in the thread before, but I do need to consider the thought of system accessibility in greater depth, so here we go.
Presently, whatever kind of system I adopt, the greatest barrier to entry for the average quester will be the intimidating amount of record-keeping that the operation of this system involves. Even going down to an advantage-based system wouldn't really handle this; players would still need to track and account for every single skill, trait, etc. affecting every given check, and there are a lot of things going into these checks. No matter what, I keep coming back to the conclusion that if I'm to undergo this overhaul, much less according to the eventual aim of greater transparency to the average quester, I'm going to need to do some condensing of the skills system.
To expand: the skills system is fairly dense. Every single technique has a skill, there are multiple kinds of hand-to-hand combat, there are several different types and sub-types of ki talents. It's a mess to track. Skills are only one of the things I'd need to consolidate in order to make this system accessible to you all -- I'd need to do some consolidation in traits as well, which promises to be all kinds of painful -- but they are one of the easiest to handle.
Namely, much as all kinds of persuasion and non-deceptive social perceptiveness are governed by the Communication skill, I would be able to collapse the skills system up a level, into the current super-skills like Hand-to-Hand, Ki Projection, etc. The current skills would just become true/false flags; does Kakara have it, or doesn't she? Much easier to track; much easier to run; far more accessible to everybody.
What's frustrating about this is the fact that I like the depth of complexity that the system offers. It lets me strategize for the characters on a very fine level, and in very concrete ways. Personally, I'm fine with the current implementation. However, the players' biggest complaints during this latest upheaval (relating to this mechanical overhaul, anyway) were twofold: first, that the system lacks transparency, and second, that it lacks player input (these would be the railroading complaints).
I am doing what I can to address this, but the issue is that making the system an explicit element of play, rather than something which runs in the background, means that it must be accessible to the questers. My design philosophy is that if I wind up with a system only a bare fraction of the player base can understand, I've failed. While my current system is very granular in the present implementation, that granularity comes at the price of a lot of work on the part of whoever makes plans with it. Thus, I inescapably arrive at the conclusion that if this overhaul is to meet its objectives, we're going to need to slash that granularity.
I'm mostly posting this in the hope that somebody has a better idea. I frankly hate the idea of making this change. It loses a lot of what I like about the system's current implementation, and I don't imagine you all would be thrilled to see the change, either. So...thoughts?