One in ten of jackards posts are among the most worthwhile on this forum, I just cannot fathom why he makes all the inbetween noise.
I knew their had to be a reason people put up with such a jackass
Not a bad suggestion/loose idea, I would not mind a multidimensional wyrd system - why stop at dark/light, evil/good, chaotic/lawful though?
Even MtG has a five fold way IIRC (see my Hue/Value brainstorm in the Extended Quality thread).
I don't think going all out with MTG style colors is appropriate because it really starts to turn into 'schools' of magic, ware jorb clearly wants this to be non-magical-magic. Thus a binary dark/light split, its consistent with wyrd and rituals "pertaining to the soul", it's quite believable to have a dark/light side to ones soul, it quite another to say one has a fire/water/earth/wind etc etc.. side to the soul.
What draws me to this game is that you're able to sit down and just -play- it, as little or as often as you want. All you really -need- to worry about doing when you play is making sure your guy's fed. The LP system right now is amazing in that your character gets better just by playing naturally and doing whatever you feel like doing. Someone posted that this won't fix the "I can make clogs and get better at farming problem". Why is this a problem? If you want to get better at farming by constantly farming, then constantly farm and spend the LP on farming. Let the players advance their characters by doing what they enjoy doing instead of forcing them to grind.
I tend to agree, being able to do what you need to for 'living' purposes (getting food, shelter, exploring) and allocate points as needed is not a flaw in the system. I agree wyrd should be a separate system independent from LP, though the ability to spend wyrd to gain LP would not be unreasonable, but again it should not be all that efficient either, wyrd grinding should not replace actually doing stuff as the best method for advancement. I'm hopeful from the rituals described so far that wyrd grinding will simply not be possible given the very restrictive nature of most rituals (time of day, locations, pre-conditions, daily-max) their simply are not things you can grind away at endlessly. At best you can do them as a routine or when an opportunity presents itself. Even if a player were to try to maximizing their wyrd acquisition it would still consist of a dozen different rituals which would entail travel, various ingredients and the like, it would not be too terribly boring.
Now of course adding wyrd as a new system means we would be hitting overload and something else should probably be removed, I personally find the 'incremental skills' to be a terrible concept mainly because of the confusion they introduce with respect to their effect on the non-incremental skills (some even share the same name!), either combine them (creating a tree of incremental skills much like Diablo 2) or abandon incrementing all together and use a chain of "Advanced X" skills to extend the skill tree and allow specialization.
P.S. Interesting stuff on the Hue/Value brainstorm thread