So, one of the house rules I've been using has been to combine certain skills together into existing or new Skill Groups. Here's my current full list:
Combat Skill Groups
Awareness
Catch
Dodge
Perception
Close Combat
Blades
Clubs
Unarmed Combat
Firearms
Automatics
Heavy Weapons
Longarms
Pistols
Sensors
Electronic Warfare
Gunnery
Launch Weapons
Remote Operation
Trajectory Weapons
Archery
Grenade Launchers
Thrown Weapons
Physical Skill Groups
Athletics
Climbing
Escape Artist
Gymnastics
Running
Swimming
Outdoors
Navigation
Survival
Tracking
Stealth
Disguise
Infiltration
Palming
Shadowring
Technical Skill Groups
Biotech
Cybertechnology
First Aid
Medicine
Surgery
Computer
Data Search
Hardware
Software
Systems
Cracking
Cyber-combat
Encryption
Hacking
Crafting
Armorer
Artisan
Locksmithing
Watchmaking
Mechanic
Aeronautics
Auto Mechanics
Industrial Mechanics
Nautical Mechanics
Social Skill Groups
Influence
Etiquette
Leadership
Negotiation
Persuasion
Presentation
Instruction
Intimidation
Music
Performance
Vehicle Skill Groups
Pilot Aerospace
Pilot Deep Space Craft
Pilot Launch Craft
Pilot Semiballistic Craft
Pilot Suborbital Craft
Pilot Aircraft
Pilot Fixed-Wing Craft
Pilot Lighter-than-Air Craft
Pilot Rotary Wing Craft
Pilot Vectored Thrust Craft
Pilot Ground Vehicle
Ride Bike
Drive Wheeled Vehicle
Drive Tracked Vehicle
Pilot Walker
Control Anthroform
Control Biped
Control Crawler
Pilot Watercraft
Pilot Motorboat
Pilot Sailboat
Pilot Submarine
Magical Skill Groups
Conjuring
Banishing
Binding
Questing
Summoning
Occult
Arcana
Assensing
Astral Combat
Enchanting
Sorcery
Counterspelling
Ritual Sorcery
Spellcasting
Resonance Skill Groups
Threading
Jamming
Linking
Threading
Tasking
Compiling
Decompiling
Registering
Submersion
Skill-Creep as house rule – exactly what Shadowrun needs.
So, you increased the skill count by what, 27?
And you are complaining it's to Karma intensive?
Fail.
Seriously, you added WAY too many skills. Abstraction is power; skills that do too little should be folded up with others so that all skills are equally useful. You seem to want precision and realism a little too much. But it's not useful to subdivide everything; it's better if a dot in any given stat is equally useful as any other dot, rather than reflecting an equal amount of training.
Any game system is a flawed reflection of reality; but that's actually good. We don't want to deal with the entirety of reality anyway; like in a movie, we prefer to focus on a theme. In Shadowrun that happens to be rather action-oriented. That means action-oriented skills are heavily represented. Other skills would take just as long to learn in the real world, but they're less important in Shadowrun, so they cost less (Professional Knowledges for example.)
It's also possible to continue to subdivide skills forever, or to regroup them into larger units forever. To create a good, balanced game system, all the units of skills should give about the same amount of utility for the same price.
In your system, it's really unattractive to play anything other than a street sam, because all the other niches need to buy a gazillion skills, while sams need only 2 groups; Combat Awareness and Firearms. The rest is redundant for killing. Meanwhile a normal rigger would have to buy Sensors, Mechanic, Pilot Groundcraft, Pilot (Aircraft/Walker/Watercraft, 1-2 of them), some Computer, some Cracking - just to be a normal rigger.
I mean, seriously, three different Pilot Walker skills? Why would anyone bother with that? You've tripled the cost of playing a rigger, which isn't all that easy under current prices. I get whined at by my players on why the normal Pilot skills aren't a skill group, and I'm minded to agree with them.
The only one I like is the Occult skill group, that does have some uses, much like the Mechanic skill group but for magicians.
EDIT: WTF? Watchmaking?!
EDIT2: The problem with the Occult skill group is that you can take Arcana while unAwakened, and Astral Combat and Assensing only if you can astrally perceive; while Enchanting only requires Magic I think.
The idea behind the house rule is sound, it's the execution that's not very well done.
I totally get why someone would want to try to expand upon the skill groups. Skills are frighteningly expensive, at least in order to gain all of the ones a typical shadowrunner needs/should have (Athletics, Dodge, Etiquette, Negotiation, Perception, Stealth, etc.) in addition to any unique to their build. I also understand that HentaiZonga is trying to streamline the skills and skill groups so that they're all of a similar value; the fact that Pilot Ground Vehicles covers such a ridiculous array of different vehicles (the similarities between driving a bike, a car, and a tank are pretty minor at best), while Pistols covers only a handful of firearms is fairly ridiculous from a certain point of view.
I really do get all of that. The problem is that skill groups aren't that cheap, either, and they have some strict rules associated with them as well. So this isn't actually helping as much as it's making several character concepts more difficult to attain with the 400 Build Point system.
But as others have said, this isn't the way to go about resolving it. If anything, I'd go the opposite way and transform some of the skill groups into general skills instead, and just allow the specializations to cover the more specific subskills. Firearms (Pistols) or Athletics (Running), for instance. Then you could organize these individual skills in a way that keeps them roughly balanced to the other skills and keep them affordable. You just have to be careful about not creating uber skills. Firearms, for instance, shouldn't include Heavy Weapons or Gunnery as allowing a character to be equally good with a hold-out pistol as he is with a rocket launcher through the same basic firearms training is pretty silly.
Try going that route and see what you come up with. You might end up liking it a lot more.
Another option is to ignore how the core rules handle skill groups and redefine what that term means. This is something I've experimented with in the past. And what I mean by it is that I considered changing skill groups so that they were a collection of skills that certain professions might learn and develop, rather than trying to rationalize the old defaulting rules which the current rules are attempting to do. For example, one of the skill groups I created was for an undercover trid reporter that a player wanted to make. I, in my lack of creativity, simply called it the Reporter Skill Group and it included Con, Infiltration, Negotiation, and Shadowing. Another was the Gunslinger Skill Group which included Armorer, Dodge, Intimidation, and Pistols.
It's something to mull over if nothing else.
My problem with Skill Groups is that they are uneven, some groups consisting of 4 skills while others have 3, the rigidity of the groups, and that not all skills are represented in those groups. I tried & failed to find a solution to balance the skill groups in a way that makes sense (with or without fixing the second & third problems).
Thus, my solution to the issue was simply to remove skill groups, and it has worked quite well so far.
So, how does one fire machine guns, SMG's and assault rifles?
Probably with the longarms skill.
Yeah, that's basically what I was suggesting earlier. Some of the other skills and skill groups need a similar treatment, but Athletics and Firearms are the two big ones simply because they're the ones that come up the most.
IIRC I did a huge redo of the fire arms group though heavy weapons get over powered a bit from this I kept it out of the group and it works quite well in my group I'll find the thread if i can.
Found
http://forums.dumpshock.com/index.php?showtopic=29416&hl=Firearms
I really want to have a character with points in the shadowrunning skill. It would really streamline gameplay - each session would come down to a shadowrunning extended test, with a threshold depending on the difficulty. Beat the threshold, you get money, fail and you die.
Much simpler for everyone involved.
I mean I'd totally take aptitude with that skill. Edge based for the attribute? 16DP tops +2 for your spec such as extractions and such. You know what I like this!
please delete... double post.
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