29.2.24

Odd Skills

After the last session of a Season of the game I run at my FLGS I asked the group about system preferences. We have played fantasy using Knave, then Mausritter, back to Knave, and then ITO in my steampunk hack Sky and Steam Miscellany. Bouncing genres and systems.
The answers were mixed. They generally like a roll to hit (aiming high!), stat saves, diegetic and non mechanical skill descriptions, leveling,and story over systems. Oh, and firearms. It was good feedback! 
So, I had already decided the next Season was Corny GrĂ³n, and it seems like the ITO chassis is a good fit. I thought that Craftwork framework would be a good fit as it has the skill system built in as well as levels. What tweaks seem appropriate?
One - Levels as Bonus in Combat 
Since we typically get through a handful of levels, it seems like we can eliminate proficiency and just use levels as the bonus number for a roll to hit in combat. Level two with a skill in riflery? +2! Target number is opponents dexterity. Roll high. The rest of combat, damage etc is per ITO. Done. 

Two - Other Skills
These will mostly be handled diegetically. If you have the skill in lock picking, then you are picking the locks. If a skill seems appropriate then give a bonus to a stat for a save. Otherwise saves are as ITO.

Three - Craftwork & CG
As in Salt Palace, I'll pick six crafts to match the CG backgrounds and adjust some skills to fit. The beauty of Craftwork is that it is super fast to adjust and very flexible.

Anything I am forgetting?