GiGs said: That's a good description, though i still need a couple of clarifications. In RMSS, you chose a skill and subskill, and added those two ranks together. You might have, for instance, 1h Swords and Longsword , and your rank would be the total of those two. Does the new RM dispense with those, or are such subskills still in the game? I see the culture ranks, are their any other sources of ranks that might be added to a skill? For calculating bonus, it's 1-10 = 5/rank, 11-20 = 3/rank, what's the scaling after that? For stat modifiers, is that an average of all 3 stats modifiers, or a total of the 3 stats bonuses? How do you plan on implementing them on the character sheet? The whole 2 levels of buying skill ranks is gone. You only ever buy development ranks for the skill. The only thing categories are for is determining the stats that apply to the skills in a category. Now culture ranks and development ranks are the only ways to get skill ranks. And you only get culture ranks at creation. Ranks scale thusly: 1-10: +5; 11-20: +3; 21-30: +2; 31+: +1. No ranks is a flat -25. I have the formula worked out for that but it is not abstracted - ie it applies only to each skill. [[-25+({@{animalhandling1ranks}, 1 }kl1*25)+({@{animalhandling1ranks}, 10 }kl1*5)+({{@{animalhandling1ranks}-10}, 0 }kh1}, {10} }kl1*3)+({{@{animalhandling1ranks}-20} , 0 }kh1}, {10} }kl1*2)+({@{animalhandling1ranks}-30} , 0 }kh1) ]] They no longer average stat bonuses. Instead they lowered that bonus given by each stat (by about 1/5) and now you sum the three stats. Also - stats are limited to 100. They still divide each stat up into Temporary (should be named current, but whatev) and Potential (Max you can get). I tried to add a screenshot from my desktop, but it timed out. Gonna try to use imgur in a different post so I don't have to retype.