>Mikael Raaterova:
>> This makes it far more rewarding to have narrow traits. (In Robin's
>> draft, you got a bonus when you used specialized traits for the
>> specific actions they were intended for. This seems to have been
>> officially discarded.)
>
>Yeah, it was very surprised by this. It was in very late drafts too,
>IIRC: I found myself looking it up in the published version,
>only to discover that it had turned up missing...
>
>Specifically, the idea was that you took an ability, but specified
>in an auxiliary phrase when it worked especially well. If the
>narrower that situation, the bigger the bonus you got when it did
>apply. (It wasn't really designed to cover narrower abilities
>per se, but close enough.)
I complained about its abscence in late drafts to no response, IIRC.
I like the idea of bonuses for very specific skills, too. I
appreciate the general point that they are, strictly speaking, just
another mechanic to do the same things as a higher skill with an
improvisation modifier - but it does it far more clearly, and
encourages you to put specialisation in at character creation, which
is currently, as several people have pointed out, a very poor
strategy.
Regards
David