Re: Skills Issues
Here are my suggestions:
- Keep the skills based on Characteristics, but decouple them from point recursion -- by that I mean that the initial value of the skill is based on the Characteristic, but the skill is not automatically improved by later improving the Characteristic that it is based upon. You have to buy skill levels to improve the skill, always.
- Bring combat more in-line with the skill system. It is already very similar to an opposed skill roll, but the basic combat "skill" is different and confusing for new players. Instead of a Weapon Familiarity skill, make it a Combat skill, with subcategories for the different weapon types. Then Combat Skill Levels make more sense, because they modify the Combat skill.
- Introduce a new Background Skill, called "Social Environment," which is similar to Knowledge, Science and Professional Skills, in that the player must choose what social environment the character is experienced with. This skill would replace the current skills Bureaucracy, High Society and Streetwise. Additional subcategories could include Geek Culture, Goth Culture, the Entertainment Industry, etc.
- Clearly delineate Skills from Talents. If it does not require a roll and/or cannot be improved with practice/study, then it should not be a skill. Currently, there are several Skills that do not require a roll, they merely allow the character to do something (e.g. the Autofire Skills). These are not Skills, they are Talents.
- Familiarities should be used for Information about the skill domain, not as a cheap "Hail Mary" skill replacement. Just because you may have read something about bombs on the internet does not give you the ability to defuse one.
Thanks for listening.
All opinions expressed above are mine and mine alone
...unless my plot to control the Orbital Mind Control Lasers Succeeds.
"When push comes to shove,
Ya gotta do what ya love,
Even if it's not a good idea."
-- Hermes Conrad, Futurama
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