Skills as Switches
Two options: On or Off. Do you have the skill? Yes, then you gain a bonus in situation X (maybe you get a bonus to your die roll, or maybe it opens up a new sub mechanism or game option)...No, then you just roll your flat attribute (or maybe you just can't perform this type of task at all). I've played with this idea a few times in my game designs. FUBAR basically does this...if you have a trait that's relevant to the task at hand, you add an extra die to your pool (conversely if you possess a trait that's detrimental, you either take a die away, or add a negative die if you're all out of positives). Ghost City Raiders does this. The basic mechanisms simply get you to draw a card versus your attributes in a series of basic situations. New skills allow you to gain bonuses across a range of situations, or allow you to open up new situations. Tooth and Claw does this, by simply allowing an extra die to be rolled if you've a skill appropriate to the task a...