   A kind of request
  So yeah, umm, I Am making a Game, obviously... The point is it is text-based, therefore I won't spend much time with the shiny stuff and get to the straight and overly-complex character system. Yes it is complex, maybe because I've already settled a whole 10 attributes for me, these are Appearance, Charisma, Strength, Constitution, Intelligence, Wisdom, Willpower, Dexterity, Agility and Perception. Now, it is a lot because the game is going to have a complex skill system which will allow the player to create it's own skills. Now here is the problem, with this amazingly and ofcourse unbeliavable assortment of skills a character faces an important issue - organization, yep, he will just drown in them. Well, I've settled myself up the primary categories: Academic(sciences, humanities), Social(communication, public affairs), Motor(from combat to arts) and maybe Inovative(skills you are particulary interested in). So the first thing I ask, is help me with skill organization, break them in to most realistic/understandable categories imaginable. And second. I really would like you for you to guys to support me with the biggest list of combat statistics(Accuracy, Evasion, Block, Attack speed, Physical dmg., Mental dmg. and so on and so on). Any reply/criticism would be greatly appreciated. Thank you.   
  Physical damage while hungover. (PDWH)Physical damage while blood sugar is low. (PDWBSL)Physical damage while thinking about swiming in Hawaii. (PDWTASIH)Physical damage while thinking about the last punch thrown. (PDWTATLPT)etc.Your characters could have a list of a billion combat stats, but it won't mean squat if the gameplay is flawed. Do you want to make a complex game? Learn from Chess and Go. Less certainly can mean more.   ;  Like you here from many other forums start with the basics. Start with a 3d chat world, then add some IA and so on then work your way up one step at a time and you will eventually get it   ;  I don't think your primary statistics are too numbered, but you shouldn't get too carried away with skills. It's relatively easy to have stats like agility and perception impact the game significantly, but unless a skill pertains to an important game activity, they're usually very useless. In some of the best games, even skills that do pertain to decent activities are far less than worthy of being a skill.And in most cases, having one general skill that applies to many aspects of the game is much better than having ten disected from it which are too narrow in use to appreciate.Rather than having these skills:1) Tracking moving targets2) Targetting while in motion3) Hand-eye coordination4) Steady gripYou have this:1) Targetting   ;  I am interesting in how you will make "skill system which will allow the player to create it's own skills" work.You have to provide a (large) bunch of skill primitives/components (to select/recombine) which I would assume would have specific attribute modifiers already linked to them.The primitive would be linked into game mechanics to activate.You might want to consider how your system might handle conflicting interactions between the player's primitve combination when creating a skill.Likewise the secondary aspects like qualifiers/results of different combinations (ie- experience levels restrictions, cost/efficiencies/quality of production, HP results -- many of these are a curve function...).   The more complicated a combined action done by a 'skill', the harder it is.   