[quote=@Andromedai] [b]3:[/b] This is actually still a W.I.P. since I am trying to see how I can most effectively implement the system into the RP. My idea for the moment is to just have players pick those three main skills. As the RP progresses, there will be times where characters can talk to an NPC, learn from books, or practice on their own to improve a skill of their choice a little bit. This way, no points will be needed. I am, however, open to suggestions on how better to make this work. [/quote] As someone who once ran a Fallout tabletop based on general D20 stuff and a somewhat incomplete guidebook, my suggestion would be that if you include SPECIAL at all, include it as "soft" stats just to give an impression of characters--"Hmm, this guy's character has a STR of 9 and mine has a STR of 6, it'd probably be IC of me to write about how intimidating his build seems when I meet him"--or for simple "challenges" like the following: "The door is electronically locked, with a still functioning keypad, but the mechanisms are old and rusted. Does anyone in this party have a STR or an INT of 7+?" "Damn, we left the only hacker in the group back at the bar, time to backtrack!" "Backtrack? This is what I brought the dynamite for!" SPECIAL didn't usually increase too often over the course of the games, picking Perks and Traits were much more useful, at least in my experience. So you could let players "earn" those over time or something, they'd be easier to envision narratively since they're usually descriptive anyway. My two cents.