I've been looking specifically at skill points and how they work as well as the 'skilling up' process. I always find myself drawn to the RPGs that are about skill points rather than levels
Alternity.
It's that simple. You can find the books in Trove. No system was more completely into the "everything is a skill" philosophy than OG Alternity (1998 edition; keep clear of the 2018 printing).
There are no feats, or abilities, and classes are only really defined by getting a discount on skills. Certain skills have feat-like components but these are only to clarify specific mechanical situations specific to the usage of that particular skill.
I've always thought it's down to personal preference with that sort of thing.
Well this illustrates a difference between computer vs paper systems. "By doing" is inherently MECHANICALLY implementable in a computer based system (although a GM can approximate that by awarding skill improvements; but acts of GMing by fiat are their own discussion).
EVERY computer based system will lean into feats because evaluation of the complexity of achieving a narrative objective is not something a computer can do. It's in the realm of GM fiat.
Alternity.
It's that simple. You can find the books in Trove. No system was more completely into the "everything is a skill" philosophy than OG Alternity (1998 edition; keep clear of the 2018 printing).
There are no feats, or abilities, and classes are only really defined by getting a discount on skills. Certain skills have feat-like components but these are only to clarify specific mechanical situations specific to the usage of that particular skill.
Well this illustrates a difference between computer vs paper systems. "By doing" is inherently MECHANICALLY implementable in a computer based system (although a GM can approximate that by awarding skill improvements; but acts of GMing by fiat are their own discussion).
In a paper system "skills centric" is contrasted with "feats centric". A feat is a prescriptive action your character can take, whereas skills are typically a narrative mechanism. The player states their intent, the gamemaster evaluates the difficulty of that intent, and then a test is performed to see if the character has the skill to overcome the difficulty of achieving their intentions.
EVERY computer based system will lean into feats because evaluation of the complexity of achieving a narrative objective is not something a computer can do. It's in the realm of GM fiat.