Closed Swampson closed 6 years ago
My only hesitation is adding too many new skills. I don't know D&D's reasons for going with 18, but I feel they must have done some theory crafting around how many is too many and how many is too few. So I think it might be worth going for a one-in, one-out rule.
My other concern is that a lot of new 'tech-based' skills will naturally lean towards intelligence, which adds a premium for intelligence over the other attributes.
As it stands now, the three new ones are Hacking, Engineering, and Piloting.
Perhaps Engineering could shift to wisdom based, since repair does has a level of wisdom surrounding it (i.e. assessing the problem, trouble-shooting solutions). Take Kaylee in Firefly who is a great example of high-wisdom. This would also mean Engineering could take the place of Animal Handling, since you're handling ships and crafts but not animals.
Piloting is already there and is Int based, replacing Religion. I feel being Int based, it could over Navigation as well.
I wonder if Driving and Gunnery can be covered by Sleight of Hand, since all involved eye-hand coordination and a 'feel' for the activity. Or Gunnery (to make it Int based) might be covered by Hacking. Or Hacking can get the all-generic term "Computers" and cover both hacking and gunning (or working with any computer based system).
Leaving Science, which might be a good replacement for Nature, being Int based and possibly sub-skilled as you mentioned.
After thinking about it overnight and reading your reply, I think the thing that really needs to happen is to map some or all of the 18 skills to ship-side counterparts (see #159). I definitely agree about not expanding the skill list if we can help it. I’ll post a revised proposal soon.
After further consideration, I think the only changes that needs to happen are:
Just for reference, here are the skills that we've replaced from core 5e rules:
5e Skill | ME Skill | Attribute |
---|---|---|
Arcana | Engineering | Intelligence |
Religion | Hacking/Computers | Intelligence |
Nature | Science | Intelligence |
Animal Handling | Vehicle Handling | Wisdom / Int / Dex |
As it stands now, I'm not following the 1-in-1-out rule. Engineering, Hacking, and Piloting are all intelligence (one less wisdom).
I think Vehicle handling makes sense to be baseline Dex. But we can put a note in there like, "You're GM can also ask for a Vehicle Handling (Wisdom) roll to see if you can pilot new vehicles which you've never driven before". I think this would be wisdom over int, because it refers to the ability to transfer skills that rely on feel and general control layout.
I wish there was a "chef kiss" reaction in Github so that I could apply it to @queryluke 's last reply.
I'll make this change in 0.5.1 or 0.6.0, but you can structure the backgrounds work around this for now.
As I am working on the character backgrounds, I believe there are some skills that need to be added to allow for playing a full ME 5e campaign. This is my initial list for review and discussion: