I've been playing around with a homebrew game for a while now and was thinking about getting rid of statistics entirely.
Instead of stats, i will have 'skill groups' that represent stats. So, for example, if you wish to play a warrior type, you may pick the Physique & Prowess skills groups, a hunter may pick Pragmatism and Alertness skill groups. The rating you have in these skill groups are effectively your stats and determine your chance of success with those groups of skills. The fledgling setting is faux mythic Greek, with humans, mythic races and titanic beasts. The Gods and their children still walk the world and are still expanding the world into the formless void, so character types can be normal mortals, mythic heroes (such as Perseus et al) or even children and agents of the Gods (hopefully with one unifying mechanic to cover all these power levels eventually!). To cover a more mythic setting like this, i plan to have callings, examples are Beast Hunters, Dreamspeakers, Lawmakers & Flameseekers. The plan is to have a racial 'template' for these skill groups, a 'calling' template and finally a 'bonus' template to cover some skills that you would like to improve in or have that are not common to your calling.
What do you think of the idea of skills as stats and would it be better to leave it entirely freeform or to go the background/calling/bonus route?
Thanks for your thoughts.