My thinking is that skills are more than just 'skills' - they are a measure of training, experience and yes skill. They should be broad and applicable in many situations, not just the situation the skill name suggests.
Nor do I think you should be using skills as 'tasks' - players should role play and the referee and players only turn to the dice to resolve a critical situation.
In a critical situation the player or referee could find an unexpected reason why a particular skill could affect the outcome.
Back to skills:
admin - could include bribery, forgery, trader, broker, legal, reaction rolls etc.
computer - include programming robots/cybernetics, the usual hacking etc.
electronics - includes fixing the electronic bits of robots/cybernetics, computer and communication systems etc.
engineering - reactors, jump drives, gravitics, maneuver drives; offers some mechanical and electronic crossover
forward obs/recon - this is the advanced infantry skill, could include tactics as well
gunnery
jot
mechanical - includes fixing the mechanical bits of robots/cybernetics, engines, gearboxes etc.
medic
pilot - now includes navigation
steward
streetwise - can include bribery, forgery, reaction rolls
tactics - do I need this?
vac suit - includes zero-g
vehicle - cascade that also includes ship's boat and battledress/mecha
weapon - brawling, 1h-melee, 2h-melee, bow, handgun, rifle
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The beauty of CT LBB1-3 is that the ref is free to make such decisions for themselves.
Last edited by mike wightman; June 4th, 2017 at 03:24 PM..
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