QUOTE (Nath @ Jan 8 2017, 10:40 PM)

IMO, skill granularity is cumbersome when it comes to archetype core skills, and practical when characters develop secondary sets of skills. It allows a character to learn firing a pistol without becoming proficient with a sniper rifle, to know how to make a data search but not hack into black ice, and how to deal with social situation without mastering con arts.
QUOTE (Trillinon @ Jan 14 2017, 02:15 AM)

I consider that the opposite of preferable, at least from a complexity standpoint. The specialist is the one who should have to deal with granularity, whereas the dabbler should get the broad skill.
There's an interesting debate to have here about game design.
Shadowrun player characters are expected to be specialists, with each team-member filling one specific role. So the entire toolbox is opened at chargen to create such specialists. And that's a big issue because it's a pain for a new player to create a character, or even for a mildly experienced one to create a type of character he hasn't played before. Gear lists, especially augmentations, and qualities to a slighter extend, are probably much more to blame than skills in this regards.
So I'd say there are three categories, where the most junior players are playing regular specialists, mildly experienced are starting to play dabblers, while it's the seasoned veterans who come up with
optimized specialists. Only the third category really wants granularity.
But there is some sort of paradox in Shadowrun Specialization. The so-called "specialists" are not the most likely to have Specializations. A combat specialist may rather invest broadly in a number of combat related skills so as to be always able to fight, whatever the circumstances and the available gear. Since combat skills are going to be where he spends most of his karma, he is more likely to pay the higher cost associated with raising full skill or skill groups.
In 1st, 2nd and 3rd editions, being a "specialized specialist" was some option at chargen. Then, because skills, concentrations and specializations were raised separately, you could follow completely different template for progression. In 4th and 5th editions, specialization at fixed cost is just an extra proficiency. Without or without it, a specialist progression after that is exactly the same, just a couple of BP/karma behind or ahead of the curve.
On the other hand, dabblers or specialist from another field find an interest in specialization for its reduced cost, as they are limiting the karma expenditures for other areas.
With regards to character progression (at chargen or later) and if the legacy of SR rules was to be completely dropped, a tree model may bring an elegant solution, with cheap, broad skills at the lower level, narrowed concentration in the mid-range, and costlier, multiple specializations to reach the top of the league. A part of the cost associated with becoming a seasoned expert would come from the acquisition of multiple specializations to cover the entire spectrum of the skill.
But the skill divide would remain a key issue. A number of skills are broader than how you would reasonably expect someone to dabble into something. SR4 Piloting skills are the most terrible examples for this, as you should not be learn to drive cars, buses, bikes, tanks and hovercrafts all at once. Pilot Aircraft is an even worst offender for that. But SR3 was also guilty of this with its Athletics or Computer skills. So far none of the edition had me fully satisfied on this particular issue (the closest would be SR3, with firearms grouped into Handguns and Longarms, a change I houseruled at the time, and Computer divided into Data Search, Hacking and Computer, though overall I prefer SR4 attribute+skill, fixed TN system).