sanscript: This sounds fun!
Might create char when I get some spare time this weekend. Maybe a doctor with a "slight" fascination with axes. mohahah :)
Sounds good.
Before I respond below, I will explain why I did write up a skills list, rather than having people just pick what they want without any kind of costs associated with them.
I didn't want to set up a situation in which some players are exercising caution with their skill choices, and others were pushing the envelope - trying to start with 10 over-powered abilities and that sort of thing.
So to some extent, it was necessary to ration the skills out and assign point values to them. Of course, that still means that the names of the skills and what they can actually do, those are still subject to my discretion, and players may disagree with me (or other DM's if we get some more). So that is a weakness. But I feel it was necessary.
I'm going to create a FAQ based on the questions you (and others) might have about skills.
1. But what's "Riding"? In that you can ride better or can handle any horse naturally?
It means that you can handle any horse (or any animal that can be ridden).
If you don't have the skill, you can still try... but you won't be that good at it.
2. And isn't healing and medicine much the same? If I choose both I got no left to spare for resistance.
Yes, that definitely needs to be clarified. Healing and Medicine are the *same*. So if you pick 1, there is no need to pick another.
The reason that there are two skills for this is purely related to flavor. In other words, if you want to be a magical healer - go for healing. If you want to be more like a doctor - then go for medicine.
I didn't want to say, "if you want to heal people, you MUST do it naturally, or you MUST do it with magic," because if I said that, it would limit your roleplaying ability.
3. Plants&Herbs vs above? Like mastering potions, for food, and plant growths, for healing, using it for magic?
You can identify any plant or herb found in the wild, and you know its function, use and purpose. You know what it can be combined with in order to produce an effect, etc. Sure, you could plant it, grow it, etc. I would say it's not so much a magical skill though, because it was listed under science. In other words, you can't point your finger at a plant and command it to grow.
4. Necromancy and TurnUndead?
Necromancy is broader, thus is costs more. See: [url=http://www.dandwiki.com/wiki/SRD:Necromancy_School]Necromancy D&D [/url] for an idea. So that would include the spells that harm or frighten others, etc.
Turn Undead would be more limited,
as in this, and so it costs less.
Again, I'll get to work on a FAQ. We'll try to get things as clear as possible but on the other hand, this won't ever be a strict system, there's lots of room for creativity.
Maybe I've lost the touch, but I would really appreciate any thoughts on this.
No, you haven't. Great questions!