Sort of. Most feats are affected by both attribute and skill. Here is the design reason, to balance between casual player and hard-core player. In the beginning attribute are more costly then skills. However the cost of attribute is constant (not really, but for now let's say it is) while the cost of skills increase with skill level. This way casual player can increase their skill to a point where it's more costly then attribute, and continue to increase attribute after that point. With high attributes and numerious average skills player can still be effective (generalist) compare to high attributes with small sets of highly developed skills (specialist). While spcialist still has an advantage, it's not overwhelmingGeorge wrote:One possibility I don't think I've seen mentioned is not to differentiate between skills and attributes. Treat the attributes as very general (and presumeably very costly) skills. For example, one point more of offensive dexterity or one point more of sword skill each increase your chance to hit with a sword by the same amount. However, the sword skill does nothing when you wield an axe, but if your willing to limit your weapon choice you'll be able to increase your sword skill faster.
I like this idea. In fact I think this solves the problem I was having with how to handle unarmed combat.You could also add an intermediate level of skills for weapon groups (like slashing or bludgeoning).
Also, do you have more notes on how Seal of Evil's system works?