So far I'm enjoying a lot to read these version of D20 system. I can even see me roleplaying this outside TES universe... but I have only a few points to ask:
Unarmed Combat: We will be considering part of One Handed Skill or it will be as in Skyrim, left behind?
Crafting Skills: Do you pretend to include a special rule for crafting or do you plan to forget about the whole thing? I ask this because without Enchanting I don't see how the Conjuration Adept Perk "Soulstealer Weapons" will be useful. Unless you're planning that souls can be used on something else...
Do you plan to create some sort of "class system" or do you plan to include some sort of base classes as the former TES games, but allowing the player to customize his option if he want to?
I would also like to add that I'm quite anxious to see how the Standard Action: Recover will work in details. As a few of the perks let to understand it will allow the magic combat to keep in the same standards as the martial combat.
Thanks for the answers Ponty! You're doing an excelent job in a very fast pace!
I want to add a few more questions if you don't mind:
Might/Sorcery/Cunning: On the Sneak skill it says that the enemies shall make a cunning check to detect you. Based on this I was thinking: It will have a fixed Attribute for those three (similar to Strenght, Inteligence and Wisdom)?
Creatures: Do you already have plans on creatures? If so, they will follow the same model as the player characters (same skills, same attributes, etc.) but with extra special attacks? Do you plan on including something similar to CR or it will be as old D&D based on common sense?
As soon as you have this thing finished I will try to playtest here in a few local events in Brazil
Great Job!
You Might/Sorcery/Cunning scores are the total of all ranks in those types of skills. In D&D terms they basically represent the 6 attributes. I wanted to keep derived stats down to a minimum but also have Spot checks, breaking down doors etc based on what you've put ranks in.
As for creatures, I haven't really given it much thought yet. I'll probably do up a playtest module just using player race enemies - crappy enemies like low-level bandits say would just have 1 rank (probably a weapon skill) and 30-40 attribute points to distribute. This'll all be clearer once I finish off the character creation chapter.