Greetings.
I thought I’d add my 2 batteries to this.
I really like the idea of giving each skill a Skill Level and Knowledge Level.
1st. I’d suggest that if we want to unclutter the skill list we could add something like the following:
Fabrication: ####===—
Symbolizes a point in Skill
= Symbolizes a point in Knowledge
- Symbolizes that there is no skill or knowledge (which also makes it easier for new players to see what the maximum is)
So according to above in Fabrication we have 4 Skill and 7 Knowledge.
2nd. About Knowledge and gain.
Knowledge could give recipes, training methods and increase the speed which you gain skill up to Knowledge Level. (No need to reinvent the wheel)
Knowledge could also increase while you train and practice even without any help, but only slowly since it takes time to figure out and “reinvent” everything. (So you can max the skill even if you do not find any books or any other sources of Knowledge, but very very slowly)
Using a Juice and a Cup example:
Skill = Juice
Knowledge = Cup
So if we want a lot of Juice we need a bigger Cup.
Skill books kinda fit in nicely since like other have said they could easily be changed to provide knowledge in certain skill instead of raw skill.
Npc’s could also be retrofit to give either “Training” or “Instruction”
“Training” would increase your skill.
“Instruction” would increase your knowledge.
(also “Training” would some increase in knowledge and “Instruction” would give some increase in skill)
In addition since many people have talked about “tag/core” skills of sorts.
I propose this:
Trait: Genius (Insert Skill)
Genius would let you “figure out and invent” everything in the chosen skill naturally so you would never need to look for books or instructors. (mechanically it would just treat your knowledge to be 10 for skill gain speed and gives you recipes and training methods based on skill level instead)
That’s all for now.