I discuss the essential elements that an RPG ruleset needs to address and my ideas for how to address these in Project Skeleton.
Music by John Page
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Great Thumbnail bro!
The system sounds very interesting, looking forward to checking it out.
Reactionary Principle Gaming has a system that he is working on, Bastard Sword, that I think handles xp really well. Basically, any time the "tempo" changes (ie from exploration to initiative, or vice versa) you can gain 1 experience in something that you were doing. The only change I would make is to require a minimum difficulty, so that you cant gain xp from trivial things.
As far as the idea of requiring a trainer to progress, I personally wouldn't make it a requirement. I do appreciate that having a mentor would speed things up, but at some point someone was the first person to do something and they didn't have anyone to show them how. Plenty of new knowledge, skills, and professions have emerged over time as technology has changed.
(EDIT: after thinking about this some more, I think you might be right. I realize most of the things I have "self taught" used resources developed by other people. True innovation and self development requires a lot more luck and experimentation)
Love the active-reactive opposed rolls idea. I feel like you and I might be exploring a lot of the same ideas in parallel. I think it also helps with engagement when it isn't the players turn.
(EDIT: thinking about your combat examples, do you intend to make dodging, parrying, and blocking attacks mechanically distinct? how might you do that mechanically? I am tinkering with a few ideas, but at a minimum I know that I will likely make it so that the required equipment and the types of attacks that they can be used against are different.)
I am still watching the video, maybe you'll mention it in a few minutes but, how do you intend to handle "cooperative" rolls? Something that involves two agents but not in opposition. Throwing a ball to someone, for example, requires skill from the person throwing and the person catching.
Five years is honestly a pretty reasonably aggressive timeline between design, testing, and iteration. Should be a good experience to work through.