@Morbo => Sorry, Morbo, yes, it was Ygerna instead if Isolde.
Hm, this time I wouldn't send chars off to hunt teachers, but keep them more at one place, as the main guilds have their settle points - but quests to get the legitimation for a skill would be in-game for sure.
And your idea with guild membership is very good <img src="/ubbthreads/images/graemlins/up.gif" alt="" />
I was thinking of this => each skill is represented by a rune, or an insignia. An example for the mage spells would be an orb for each path. So, getting this orb as a reward e.g. would then allow the gamer to activate it and choose - let's say 2-3 spells. Getting higher leveled spells in this path would require a more powerful orb. As I hate a cluttered inventory, the orbs would perish after choice. If the manual continues to be as frugal as in Div/BD - the activated orb will have to explain a bit about each spell. But you can contact the mage teacher and ask for this info over and over again. Or, the orb changes into a parchment with explanation => and goes into a spell/skill log book (like a notebook for pupils)
Alchemy skills e.g. would be represented by another artefact, maybe a small laboratory, no distinction between extract/combine in this case.
Wisdom, trading => would be in form of a scroll, like getting a diploma.
Weapon skills would be divided into ranged/melee only - you need a teacher to give you a lesson and receive a weapon icon with slots (this is the base requirement). In order to boost up your ability, you need "gems". You can either buy them, find them or get them as reward. Each "gem" represents an attribute to boost up your skill (a bit like the crystal bag in BD). So, if you equip a weapon - melee - you can click on the weapon skill icon, insert the gem for critical hit, deathblow, strength etc.
Advanced teachers would give you more slots in your weapon icon (or open them). Why? Well, each melee weapon type has 1 specific strength (slashing, crushing, piercing etc) to be really effective.
Shields would be included into the weapon section, but the gem is cumulative. So, a gem for a Tournament shield would include the ability for round, metal, wood, buckler etc. You need a certain shield level gem to be able and use a shield effectively.
Example - the base weapon icon has - let's say - 8 slots,ok? 3 for the specific attack (sword would be slashing, hammer/staff/gleave would be crushing, dagger/spear would be piercing) and 5 to boost up your skill (critical hit, deathblow, fast swing, strength, risk attack). Now, you don't need skill pts for this, but gems instead - and they are divided into levels, like rune charms. Your base attributes would be in your char part - as already done. Teachers open the weapon type slots, you find/buy the boosting gems.
Same for ranged weapons - a 2nd weapon icon with lesser slots in this case. I'm thinking of darts, crossbows, slings, bows. Maybe 4 slots for the weapon type? and then uhhhhhh. .. think up what you wish, I'm not a tech expert. Works with ranged gems then.
Expertise skills in the weapon section would be like these medals soldiers have (repair, sharpen, durability etc.) clicking on these medals would activate the skill, then you click on the weapon.
Hmmmmmmm, seems like I make a hunt, icon and packrat game... Maybe this is all too complicated? It's just... I like hunting for something <img src="/ubbthreads/images/graemlins/shame.gif" alt="" />
Hey, hasn't anyone got an own idea for a plot? <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />
@To Winterfox => Elminster was merely an example => popping up at inconvenient times, cryptical expressions, annoying both chars etc. It could be Zandalor, of course - but I think not all old NPC from Div should pop up - so, there is room for new ones. I think an annoying lizard mage would be nice. I like their hissing <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" /> - on the other hand: would it be logical for a lizard mage to send the chars off and search a would-be human ruler? Not made up my mind yet.