Tim Ellis wrote:
...
> I'm all for avoiding complexity. To use hunting as an example again -
> If an episode in the adventure calls for the PC's to sneak through
> the woods to spy on their foes I'd expect the dialogue to go
> something like this
[example of using hunting to sneak]
> rather than have a list of skills which hunting can be used for, and
> at what penalty
...
Agreed. I'm all for allowing Hunter or Warrior as abilities (rather
than as keywords). But, of course, it must be done in a way that
neither penalizes nor rewards. And preferably in a way that is
backwards compatible.