Actually, I like the way the new skill set works a whole lot. You get more points, no cross class penalties, and they even bundled a bunch of the rogue skills. Unless someone can make a really compelling argument for something else, I like the way it's written a whole lot. Also, your attributes can influence skills a whole lot as well. Someone with an 18 Int, and one rank in a Knowledge, has +5 in that skill, which is pretty phenomenal. And if it happens to be a class skill, you get another +3 on top of that, which ends up being +8 at level one.<br/><br/>Really, we're not going to be doing much in the way of power-gaming. It's all relative. If you mow through something that was supposed to be scary, then the next thing you face, will be much more scary. So it's not like you're going to get an advantage by tweaking things a whole lot.<br/><br/>Conversely, if someone plays a character with very little combat prowess, I'm likely to give them a challenge that suits them, as opposed to the scary monster the warrior would have to deal with. :P<br/><br/>So just describe your character through stats and skills as best as you can.<br/><br/>Also, for magical things, Phantom, you start with three items of your choice (at the end of the character creation info). I'd like for them to describe your character, more than anything else. An old locket, a rusted blade, a family heirloom sword. If you need/want something magical over time, that kind of stuff will pop up, I promise. ^^