Shadowrun

Shadowrun General => General Discussion => Topic started by: Krindi on <12-09-15/1814:03>

Title: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/1814:03>
Obviously these are subjective to my perspective and total house rule territory.  I'd like to see what others think and receive feedback.  (And would hope that some of this discussion might contribute towards skill condensing whenever 6th edition rolls around.)

The Problem: The skill group categories are set (for the most part) at 3 skills per group, in order to make this work there are some arbitrarily narrow skills that are thrown in to "round out" the categories.  The result is that there are an excessive number of skills, many of which could simply be specializations of broader skills, which leaves the more narrow skills disproportionately unused.

The Solution: Eliminate narrow skills, rolling them into broader skills as specializations and reformulating the skill groups to be more condensed.  Goal is for the less worthwhile skill groups to gain in value.

What's Not Covered: Magic, Technomancer, or Decker skills.  There's other threads discussing the various merits of those skills and possible ways to fix the "useless" skills such as banishing, decompiling, and enchanting in general.

Updated skill groups (not listed here means no change)
ACTINGCon / Intimidation / Performance
BIOTECHBodytech / Chemistry / Medicine
CLOSE COMBATMelee Weapons / Thrown / Unarmed
FIREARMSShort Arms / Long Arms / Heavy Weapons
ENGINEERINGArmorer / Locksmith / Mechanic

Bodytech replaces both Biotech and Cybertech
Melee Weapons replaces Blades and Clubs
Short Arms is Light / Heavy / Machine Pistols and Submachine Guns
Long Arms is Assault / Sniper Rifles and Shotguns
Mechanic includes all four of Aeronautic / Automotive / Industrial / Nautical Mechanic

Skill eliminatedSpecialty it now falls under
AutomaticsAny Firearms skill
DivingSwimming
ForgeryArtisan
GunneryAny Firearms skill
InstructionLeadership
Free-fallGymnastics
First AidMedicine
All mechanic skillsMechanic
ImpersonationPerformance
BiotechBodytech
CybertechBodytech

Non-grouped skills
Animal Handling
Archery
Artisan
Assensing
Demolitions
Escape Artist
Exotic Weapon
Perception
Pilot (Any)

In addition, change Survival to be linked to Logic instead of Willpower.  These adjustments leave both Body and Willpower with no skills tied to them (besides Astral Combat).  In my opinion, this is acceptable as these stats govern survival and are unlikely to be below 3 anyways.

Would be potentially interesting to allow secondary specializations, but that's probably beyond the scope of this discussion as it would require establishing disciplines and sub-disciplines for the affected skills.  As well as considerations for balance purposes, increasing cost of sub-specializations perhaps? 

i.e. Artisan-> Spec: Painting -> Spec: Impressionism -> Spec: Forgery.  To create an average artist (3) who specializes in painting (5) with a focus on impressionism (7) and specializes in forgeries (9).

Also, it's possible that this large of a chop may overvalue the chargen selection in the Skills category, and so warrant a review of the number of skill points received for each priority level.

edit: eliminated Instruction and adjusted it to be a specialization of Leadership.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: gradivus on <12-09-15/1935:32>
I'm not for cutting out all the skills you seem to want to...

However, IMHO:
Biotechnology belongs in Biotech Group (It's called Biotech after all).
Intimidation belongs in the Influence Group.
Diving should go in Athletics.
Perception in Outdoors Group.

Additionally there should be Lang Skill Groups so yo can bundle 4 related languages for 3*rating...
Examle, 4 from the Romance languages, say, French, Italian, Spanish, Italian
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/2010:11>
I'm not for cutting out all the skills you seem to want to...

However, IMHO:
Biotechnology belongs in Biotech Group (It's called Biotech after all).
Intimidation belongs in the Influence Group.
Diving should go in Athletics.
Perception in Outdoors Group.

Additionally there should be Lang Skill Groups so yo can bundle 4 related languages for 3*rating...
Examle, 4 from the Romance languages, say, French, Italian, Spanish, Italian

Yeah I replaced Biotech and Cybertech with Bodytech.  I've never seen anybody ever take one of those skills on its own in 20 years of playing Shadowrun off and on.  Biotech and Cybertech would then just be specializations of Bodytech.  Admittedly, Bodytech could use a better name... 

I reclassified Diving as a specialization of Swimming, which is in Athletics.

Intimidation I put into the Acting group as it put Acting back at 3 skills after Impersonation became a specialization of Performance.  If I put it in Influence instead then Acting only has 2 skills while Influence has 4.  My thought process was that I've seen some amazing actors be incredibly intimidating, so didn't seem out of place to have it be an acting skill.  If we're basing off the "Influence" name, then Con should also be under Influence as it's direct manipulation. 

Perhaps instead?
INFLUENCE : Con / Intimidation / Negotiation
ACTING : Etiquette / Leadership / Performance

I believe that Perception was left out of a skill group intentionally due to the comparatively high value of the skill.  That being said, Outdoors is a rather under-utilized skill group as well.  Tracking could become a specialization of Survival and Perception could be added to the skill group. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-09-15/2105:27>
How married are you to the concept of skill groups overall? Could you live without?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-09-15/2113:43>
I'm not able to give a detailed analysis right now (getting ready for work) but a few  things. . .

1) Don't like thrown in close combat it really loses the whole melee aspect and there is a large difference between fighting with bladed weapons and fighting with blunt ones. If you really don't want blades/clubs maybe have simple, complex and unarmed. Simple are blades, clubs and other things where its basically hit him with this, complex are things like whips, nunchaku, 3 piece staffs things where you need to know how to use it or your more likely to hurt yourself than the other guy and unarmed is obviously unarmed.
2) If your after skill consolidation why not make firearms into "Ranged" and have it contain primitive, modern and heavy weapons. That'd give you a category for archery, slings and the like, a category for guns of various types and a category for vehicle mounted or emplaced weapons.
3) If you really want to consoliate get rid of all those pilot skills (seriously how often does someone take walker?) and just make it a single pilot skill with all the different types being specializations. Similarly I'd lump instruction in with leadership as a specialization.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/2123:16>
How married are you to the concept of skill groups overall? Could you live without?

I could personally live without skill groups no problem.  Skill groups do seem to be a somewhat core aspect of the skill system though, so I was trying to compromise and retain them while still streamlining things.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/2151:10>
I'm not able to give a detailed analysis right now (getting ready for work) but a few  things. . .

1) Don't like thrown in close combat it really loses the whole melee aspect and there is a large difference between fighting with bladed weapons and fighting with blunt ones. If you really don't want blades/clubs maybe have simple, complex and unarmed. Simple are blades, clubs and other things where its basically hit him with this, complex are things like whips, nunchaku, 3 piece staffs things where you need to know how to use it or your more likely to hurt yourself than the other guy and unarmed is obviously unarmed.
2) If your after skill consolidation why not make firearms into "Ranged" and have it contain primitive, modern and heavy weapons. That'd give you a category for archery, slings and the like, a category for guns of various types and a category for vehicle mounted or emplaced weapons.
3) If you really want to consolidate get rid of all those pilot skills (seriously how often does someone take walker?) and just make it a single pilot skill with all the different types being specializations. Similarly I'd lump instruction in with leadership as a specialization.

1 - my main concern with simple / complex / unarmed is that complex is then again a narrow niche skill that has no real value as part of the skill group package.  The complex entry sounds (to me) more suited to exotic weapon proficiency.  With thrown as part of the skill group, you could make a concept of someone who's highly skilled with a knife, can throw it if necessary, and is still competent once the knife is thrown.  Approaching it from the perspective of "what might a military person receive training in?"  Hand-to-hand combat with and without weapons, and training in throwing both weapons and grenades.

2 - similar to my concern about 1 is that primitive / modern / heavy is that the skills don't have enough similarity to have value as a skillgroup.  The gun bunny char might possibly see some value out of having heavy weapons, but is unlikely to see any value at all out of the primitive weapons, and so will ultimately be most likely to simply advance modern all by itself rather than purchasing the skillgroup.  Again, I was approaching it from the perspective of "what might a former military person pick up from general firearms training?"  (really they'd probably gain small arms, long arms, and armorer with a specialization in firearms...)

3.1 - I agree that the Pilot (various) line of skills is pretty stupid.  Either dropping it to 1 skill: Piloting, or 2 skills: Pilot (ground) and Pilot (aero), aero could cover aerospace and aircraft, ground could cover ground and surface watercraft.  Not sure what to do about submersibles.  Could leave an exotic vehicle skill for that, but if we do that then shouldn't aerospace have it's own skill again?  Maybe Piloting covers ground and surface water craft, and Pilot exotic vehicle for aerospace or submersibles?
3.2 - Yeah, I was strongly considering lumping Instruction into Leadership as a specialization, it's pretty similar-but-different to Direct, really.  I think that's a good recommendation.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-09-15/2205:41>
Athletics, Firearms, Close Combat, Engineering, Outdoors and Biotech Skill Groups each turned into a single skill.  The former individual skills become specializations. 

Chemistry is moved into Biotech. 

Free-fall and Diving merged into Athletics as well. 

Leadership and Performance squished into one skill : Inspiration under the Influence Skill Group.  Intimidation moves under the Acting Skill Group to replace Performance. 

Gunnery, Heavy Weapons, Firearms into a Group skill:  Ballistic Weapons.

Archery, Thrown Weapons, Unarmed Combat into a Group Skill: Archaic Combat.

Locksmith, Escape Artist, Forgery into a Group skill: Quick Fingers

Engineering, Biotech, Demolitions into a Group Skill.  Name TBD.

IMO.  Cyber tech, Chemistry and Medicine are rarely used, only taken by very specialized characters.  The individual firearm or close combat skills add nothing to the game other than a skill point sink for character concepts.  Even merging all the Outdoors skills into a single skill few runners will take it.  Engineering is fixing vehicles, you'll always take the one for the vehicle you own.  Again the extras are just skill point sinks for character concepts.  Athletics is all about Gymnastics, running and swimming are niche, don't get me started on Free-fall and Diving. 

Skill Group points cost 2.5 times what an individual skill costs and are often only worth 2 times what an individual skill costs if that.  Make them worth buying after chargen.   

I think I hit the underperformers.  Anyway, my thoughts on the subject.

Edit: Armorer.  I forgot where Armorer was supposed to go.  Was I going to lump it in with Engineering?  Ah well.



Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Marcus on <12-09-15/2220:00>
Naaa.
The skill are all right, nothing is perfect.
Automatics maybe too good, but I don't think it's that bad.
Magic is place that has A LOT kinda weird overlapping skills but even there I'm not really sure I would call for replacement given the strength of magic.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/2231:13>
I would almost say that any skill that is only taken by very specialized characters, like what Hobbes is mentioning, could probably just be replaced by Knowledge skills.

Armorer I would lump in with the Name TBD Engineering skill group, as the skill description says "As with all mechanics-based skills..."  And seeing as all of those skills are simply excuses to give Logic more skills, we could just call the skill group "Logic".

So really cutting the excess off Hobbes-style there would leave us with what?
Skill Groups
Ballistic Weapons - Gunnery / Heavy Weapons / Firearms
Archaic Combat - Archery / Thrown / Unarmed
Quick Fingers - Locksmith / Forgery / Escape Artist
Logic - Engineering / Biotech / Demolitions / Armorer
Influence - Etiquette / Inspiration / Negotiation
Acting - Con / Intimidation / Impersonation
Electronics
Conjuring
Enchanting
Sorcery
Cracking
Tasking

Non-grouped skills
Animal Handling
Artisan
Athletics
Assensing
Outdoors
Perception
Piloting

And a boatload of superfluous skills got consolidated into specializations.  Would probably need to start looking at reducing chargen skill points too.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: gradivus on <12-09-15/2231:40>
I'm not for getting rid of or consilidating skills as that would be too drastic a change without reworking from the bottom up for game balance. The poster points it out himself- it would require an overhaul on skillpoints given in chargen.

I do however think that some of the non-associated skills could be added to underutilized skill groups to make them more attractive to take or just because it makes sense.

For example, I have seen very few builds utilize the Outdoor group. By adding Perception, a key component of hunting and surviving in the wild, to this Group you'll see more people take it.

Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-09-15/2244:58>
Hobbes raises a good point that skill groups must be worth purchasing, otherwise they have no value.  Outdoors would be unlikely to be purchased even as 1 skill, much less as an entire skill group.  I think the real problem comes down to the fact that the skills in general are not balanced on a scope perspective.  Many of the skills are overly narrow in scope, yet the balancing is done by number of skills in the group, not by the overall breadth of benefit provided by the skill group.  It's a fundamental design flaw in the skill system.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PiXeL01 on <12-09-15/2327:53>
I suggest you look into the previous editions' skill listings. It sounds to me that you are aiming for something similar to what SR2 had, which was a lot more simplified than SR5. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-09-15/2331:31>
I'm playing with a group that is new to Shadowrun and one of the biggest complaints was that the skills were too diverse.  This is a pretty drastic rewrite, probably not good for all tables, but I loosened up my group and everyone is less grouchy.  I had several people that played meta human street Sams and they were frustrated that all they could do was shoot.  We combined all close combat into one skill, then grouped it with handguns and long guns.  This was the change I was least happy with. I lobbied for leaving close combat alone, and adding heavy weapons into a group with handguns and long guns.  Instead we created a group called Advanced Weapons with gunnery, heavy weapons and demolitions.  I like this group.  We made etiquette a derived dice pool that is logic+charisma.  Intuition makes more sense, but that is basically judge intentions.  Logic suggests that it is based on some knowledge of the customs, and the charisma is the shmooze to pull it off.  Impersonation became a specialization of Con.  Since Con was the only good skill in the Acting group we just dissolved it.  Performance is useless outside some very special builds.  I really like the changes to the influence group.  Much more useful and logical combination. We dissolved the Athletics group and combined them into a single skill called Athletics.  Stealth group, we swapped out disguise for locksmith (just makes a better group) and created a group called infiltrating with Disguise, Forgery, and Escape Artist.  Major changes were made to the decker's groups because three skills only had a couple of actions associated with those skills.  We combined electronics group into computer, and put computer in the cracking group after eliminating electronic warfare.  This caused a lot of rearranging for decking actions.  We are pretty happy with it though.  The only reason we started messing with the magic groups is because disenchanting is so useless.  We dropped it and put Arcana in the group.  If we had an aspected sorcerer, we would probably roll spellcasting and ritual spellcasting together and put arcana in the sorcery group.  Most tables probably just want to leave magic alone. 



BIOTECH                           COMBAT                        CONJURING                    CRACKING                     
Cybertechnology                Close combat                Banishing                      Hacking                     
Biotechnology                      Handguns                     Binding                         Computer
First Aid                                 Long Guns                     Summoning                Cybercombat
Medicine

ENCHANTING              INFLUENCE                 ENGINEERING               OUTDOORS
Artificing                          Intimidation                 Aero Mech                        Navigation
Alchemy                           Leadership                   Auto Mech                          Survival
Arcana                             Negotiation              Industrial Mech                     Tracking

SORCERY                        STEALTH                 INFILTRATING                   ADVANCED WEAPONS
Ritual Casting                  Sneaking                     Forgery                               Demolition
Counterspelling               Palming                      Disguise                            Gunnery
Spellcasting                      Locksmith                 Escape Artist                     Heavy Weapons

Ungrouped:  Archery, Exotic Weapon, Athletics, Throwing Weapons, Diving, Free Fall, Pilot, Animal Handling, Con, Instruction, Performance, Artisan, Assensing, Perception, Chemistry, Astral Combat





My only comment regarding abvove is that the problem with eliminating gunnery is that it is used by riggers to fire their guns...
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-09-15/2337:56>
Oh yes, we allow skill substitutions like allowing a blade specialist to throw knives with the same skill he stabs with.  Allowing demolitions for throwing grenades.  If someone wants to throw anything, then they take throwing weapons. 

Turning Etiquette into a derived skill just made sense.  If its that social skill that everyone needs some dice it, but never has it, make it a derived dice pool.  Now Street Sams who dump both logic and charisma will still suck at it, but shouldn't they?  Too stupid to know how to act, too socially awkward to wing it.  But with 2's in both, you can at least buy a hit.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Krindi on <12-10-15/0012:24>
I suggest you look into the previous editions' skill listings. It sounds to me that you are aiming for something similar to what SR2 had, which was a lot more simplified than SR5.
Probably on a subconscious level yeah.  I played a lot of SR2 20-years ago, but don't have any of the books still.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-10-15/0015:48>
Would probably need to start looking at reducing chargen skill points too.

You really don't.  Current Skills "C" combat focused character (Samurai/Phys Adept) takes a Ranged skill, a Melee Skill, Sneak, Perception, and throws around some specializations.  2 Group points into a throw away group skill and done.  Changes are that the character can use more weapons, which is 90% cosmetic since most runners have a weapon of choice that they'll use almost all the time.  And the throw away group skill points do about 30% more.  yippee.

Skills "B" for Mages, Deckers, Technomancers, changes very little because the core skills for those roles didn't change.  You're still taking Sneaking, Perception, and maybe a gun skill to go along with the core required skills.  Your 5 Group skill points are likely tied up in a group skill related to your Archetype.  Those particular character types rarely had skill points to burn.  You're still not going to trade off points in Spellcasting or Computer for the Outdoors skill.

The character concepts that benefit the most from the re-arrangement are the Mundane, non-hacker, skill monkey concepts with an A or B in skills.  Those particular builds are rarely mechanically optimal.  I'd be pleasantly surprised if somehow those kinds of builds could suddenly compete with Mages and Samurai.  They absolutely still can't btw. 

Ultimately what you've got is Riggers who can fix anything and Samurai that can use an Ares Predator and an Ingram Smartgun.  oooooo,  Oh, and people that can perform a standing back flip can also swim, and folks that can bring a mostly dead runner back from the brink of death to combat functional within 20 seconds can also install Cyberware and diagnose cancer.  Again.  ooooooo.   

Skills A is still likely a Trap, just slightly less so.  Plus players will be less likely to over invest in skills in the first place since there are just less skills overall that they feel the need to have.     

And PiXeL01, yes.  Earlier editions of Shadowrun had less skills that were broader and about the same amount of starting skill points IIRC.  I don't recall any of my earlier edition characters struggling to cover "the basics" like 5th edition characters seem to.   
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: ScytheKnight on <12-10-15/0055:30>
*cough*Biotech was placed in Biotech group in the very first errata*cough*
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Strill on <12-10-15/0337:39>
Your 5 Group skill points are likely tied up in a group skill related to your Archetype.
No, that's generally something you want to avoid, because you want 6s and specializations in your archetype skills. Skill groups prevent you from taking specializations.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-10-15/0711:51>
I had it recommended as a 2 and 3 in things like outdoors for my mage?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-10-15/0744:15>
I agree with Hobbes. Reducing the number of skills doesn't automatically mean reducing the number of skill points since many of those removed skills were never taken to begin with, or redundancy made it very impractical/redundant to do so (say with multiple firearms skills).

I applaud the effort of this thread. This game has been bloated with skills of extremely variable value for at least the past 2 eds.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-10-15/0847:36>
Your 5 Group skill points are likely tied up in a group skill related to your Archetype.
No, that's generally something you want to avoid, because you want 6s and specializations in your archetype skills. Skill groups prevent you from taking specializations.

Skills "B" 36/5.  Decker is looking at Computer, Hacking, Electronic Warfare, Cybercombat, Hardware, Software, Sneaking, Firearms, and maybe even Perception.  Mages can get by with Spellcasting, Conjuring, Counterspelling, Sneaking, Astral Perception, and use those 5 group points on something non-magical I guess, but if you're willing to go with that short of a Skill list you can drop to Skills "C" and likely come out ahead overall.

Not saying you can't do it.  But really how awful would it be if a Mage took 5 group points in Acting instead of Conjuring.  Just sayin'.  Certain Archetypes are still going to be short on skill points given typical Priority allocation. 

And Group points don't prevent Specialization, they at most delay it.     

Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-10-15/0942:01>
If we could somehow group every skill into a group, then you'd only buy groups at chargen which are as expensive as attributes. That would be an opportunity to simplify even further.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-10-15/1020:45>
I agree with Hobbes. Reducing the number of skills doesn't automatically mean reducing the number of skill points since many of those removed skills were never taken to begin with, or redundancy made it very impractical/redundant to do so (say with multiple firearms skills).

I applaud the effort of this thread. This game has been bloated with skills of extremely variable value for at least the past 2 eds.

Same I'm often struggling for skill points but then I'm a generalist at heart and would rather be decent and multiple things (casting, computer use, combat) than amazing at one (magic, spellcasting specifically). I'd hate to see skillpoints reduced because really all I've seen so far in the proposed consolidation merely makes it a bit more likely i'll be able to scrape up the points for what I want in addition to what I need. It hasn't reduced my need for skillpoints all that much in the second category I still need multiple magic and non-magic skills (spellcasting, counterspelling, summoining, binding, perception etc).
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: jim1701 on <12-10-15/1508:39>
Athletics, Firearms, Close Combat, Engineering, Outdoors and Biotech Skill Groups each turned into a single skill.  The former individual skills become specializations. 

Chemistry is moved into Biotech. 

Free-fall and Diving merged into Athletics as well. 

Leadership and Performance squished into one skill : Inspiration under the Influence Skill Group.  Intimidation moves under the Acting Skill Group to replace Performance. 

Gunnery, Heavy Weapons, Firearms into a Group skill:  Ballistic Weapons.

Archery, Thrown Weapons, Unarmed Combat into a Group Skill: Archaic Combat.

Locksmith, Escape Artist, Forgery into a Group skill: Quick Fingers

Engineering, Biotech, Demolitions into a Group Skill.  Name TBD.

IMO.  Cyber tech, Chemistry and Medicine are rarely used, only taken by very specialized characters.  The individual firearm or close combat skills add nothing to the game other than a skill point sink for character concepts.  Even merging all the Outdoors skills into a single skill few runners will take it.  Engineering is fixing vehicles, you'll always take the one for the vehicle you own.  Again the extras are just skill point sinks for character concepts.  Athletics is all about Gymnastics, running and swimming are niche, don't get me started on Free-fall and Diving. 

Skill Group points cost 2.5 times what an individual skill costs and are often only worth 2 times what an individual skill costs if that.  Make them worth buying after chargen.   

I think I hit the underperformers.  Anyway, my thoughts on the subject.

Edit: Armorer.  I forgot where Armorer was supposed to go.  Was I going to lump it in with Engineering?  Ah well.

I like the cut of your jib sir.  And while I don't have a problem with skill groups in general the fact they are forced on you in chargen at higher skill priorities enrages me with the fury of a thousand suns.  I have a house rule that when making a character using priority players can trade in skill group points for singular skill points on 1 for 2 basis. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-10-15/1525:28>
I would angle problem form another perspective - there is no problem with quantity of skills, there is problem with starting skill points. I would rule that PC can take on start only 2-3 skills on 6, but there is 1,5x more skill points to spend on skills in all priorities - less very-specialized, more points to cover must-have skills.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Strill on <12-10-15/1634:50>
I would angle problem form another perspective - there is no problem with quantity of skills, there is problem with starting skill points. I would rule that PC can take on start only 2-3 skills on 6, but there is 1,5x more skill points to spend on skills in all priorities - less very-specialized, more points to cover must-have skills.
What does that leave for say, mages? A Mage needs high Assensing, Spellcasting, Counterspelling and Summoning. They probably also want high Binding, and Ritual Casting.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-10-15/1649:18>
I would angle problem form another perspective - there is no problem with quantity of skills, there is problem with starting skill points. I would rule that PC can take on start only 2-3 skills on 6, but there is 1,5x more skill points to spend on skills in all priorities - less very-specialized, more points to cover must-have skills.

You could also cap initial skill investment at 2 points.  *shrug*  Yes your characters wind up with more skills at lower dice pools.  That doesn't really solve the issue of some skills being poor investments.  There is a huge difference between letting a Player make a less optimal choice, and mechanical trap choices.  One is a character choosing Skill A over Skill B, the other is having a "Medic" character spend 24 skill points on a slew of skills that are all overshadowed by a mage with a heal spell and a med kit. 

And, as mentioned by Strill, Hackers/Mages/Faces with multiple skills competing for attention are really put into a bind.  Essentially, 1 skill at 6, 2 skills at 5 or whatever cap you decide on is just specialization + 1 .   
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: gradivus on <12-10-15/1737:46>
Assuming the interaction isn't one where there a possibility of something catastrophic happening from a glitch (like all the Yaks start shooting)... in which case he still has to roll those two dice...which is still better than 1 or none.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-10-15/1805:42>
Well guys I read that problem is when very super hyper specialized character can be decent in only one area. I suggested easier solution that rewrite core skills. And now I read that my solution is not good because PC cannot have maxed out more than few skills. IMHo is fair business - only thre skills can have 6, but you have + 50% skill points.  And no, mages typically due to priority build don't have six in all magical skills, especially like in thsi reduction ad absurdum example like ritual spellcasting.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: MijRai on <12-10-15/1908:46>
I would angle problem form another perspective - there is no problem with quantity of skills, there is problem with starting skill points. I would rule that PC can take on start only 2-3 skills on 6, but there is 1,5x more skill points to spend on skills in all priorities - less very-specialized, more points to cover must-have skills.
What does that leave for say, mages? A Mage needs high Assensing, Spellcasting, Counterspelling and Summoning. They probably also want high Binding, and Ritual Casting.

It leaves them at having to pick where they are most focused at, just like everyone else.  Just because you have six in two of them doesn't mean you can't have a four in the rest.  On top of that, 'need' is a loaded term.  There's lots of different kinds of roles for magic users, and none have to fill them all.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-10-15/1914:54>
Hyper specialization and relative character performance aren't the issue.  The issue is some skills are simply better than others.  You don't correct that by increasing or decreasing character resources, you have to address the skills. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-10-15/2128:02>
I agree with Hobbes last statement.  The issue (as perceived by some of us, admittedly not all) is that some skills are redundant.  I believe that skills like diving and free-fall should remain, because those are super niche, and would normally require special training.  Combining things like running swimming and gymnastics (which really means climbing and jumping, because no one is really doing floor routines here) makes sense.  Rolling Impersonation into Con, or revamping firearms group, makes sense.  Like some others said though, groups like biotech and engineering aren't too bad, because no one is going to take them individually anyway, they are prime for group points.  Don't need them at 6's with specs, four skills in the group is a good deal.  As it stands though, most groups have a good skill, and decent skill, and a skill you would never use anyway.  The groups themselves need to have three skills a character would actually take, and advance the group in character.  Thats why I like the idea of swapping Disguise out for lockpicking.  Disguise is pretty niche.  Lockpicking is more useful. 

Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-11-15/0623:15>
Hyper specialization and relative character performance aren't the issue.  The issue is some skills are simply better than others.  You don't correct that by increasing or decreasing character resources, you have to address the skills. 

I totaly disagree. Issue is that PC due to relative small amount of skill points forced to superspecialised in chacracter creation and later buy other skills on 1-3, it doesn't make sense. With current system only characters witj skills on A or B can have broader options. Some skills are situational, some are must have, like gymnastics, sneaking or backup weapon skill.   And to be clear - this is GAME and balance stands higher than experience from shooting range or swimming pool.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: CitizenJoe on <12-11-15/1010:59>
Shadowrun 5e is demonstrably more skill intensive than 1st edition.  Melee and firearms were both baseline skills while the class of weapon and specific weapon were concentrations and specializations.  Now you have to buy skill groups for what used to be basic skills.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kincaid on <12-11-15/1027:26>
Throughout editions skills have expanded and contracted considerably.  You could take the Firearms skill and shoot just about anything and you could hyper-specialize in this particular gun right here.  There are strengths and weaknesses to both approaches, many of which hinge on preferred playstyle.  Also, when assessing which skills are better than others, keep in mind the reason may not be related to the expansiveness of the skill (or group).  Automatics is better than most other Firearm skills because of the recoil clarification, not because of the skill itself.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: falar on <12-11-15/1041:08>
This mildly reminds me of classic Cortex (not Cortex-plus) where you had generalized skills that you could buy up, but then you could buy up specialties for cheaper, but you had to have a minimum level in the generalized skill to specialize far up. So, for instance, skills would be like this:

Firearms
- Pistols
- Automatics
- Longarms

Firearms would be a general skill that costs, say, Karma * 4. Pistols/Automatics/Longarms would each cost Karma*1 (up to the rating of Firearms) or Karma*3 at higher than Firearms. When you build your dicepool, it would be Agility + Firearms + [Pistols/Automatics/Longarms] + Specialty.

This means you'd get the following kind of cost comparison:

Automatics 6 = 63 karma
Firearms 3 + Automatics 3 = 30 karma

You could specialize, but it behooved you to not. In this case, raising Automatics to 5 would be 27 karma, but raising Firearms to 4 and Automatics to 4 would be 20 karma. You'd basically build this whole pyramid thing in where it would be best to have a wide knowledge of firearms to half as high as you wanted your Automatics pool to be.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: jim1701 on <12-11-15/1104:19>
This mildly reminds me of classic Cortex (not Cortex-plus) where you had generalized skills that you could buy up, but then you could buy up specialties for cheaper, but you had to have a minimum level in the generalized skill to specialize far up. So, for instance, skills would be like this:

Firearms
- Pistols
- Automatics
- Longarms

Firearms would be a general skill that costs, say, Karma * 4. Pistols/Automatics/Longarms would each cost Karma*1 (up to the rating of Firearms) or Karma*3 at higher than Firearms. When you build your dicepool, it would be Agility + Firearms + [Pistols/Automatics/Longarms] + Specialty.

This means you'd get the following kind of cost comparison:

Automatics 6 = 63 karma
Firearms 3 + Automatics 3 = 30 karma

You could specialize, but it behooved you to not. In this case, raising Automatics to 5 would be 27 karma, but raising Firearms to 4 and Automatics to 4 would be 20 karma. You'd basically build this whole pyramid thing in where it would be best to have a wide knowledge of firearms to half as high as you wanted your Automatics pool to be.


Changing how much skill advancement costs is a whole other can of worms which has been hashed out more than once and should be relegated to a separate discussion. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: falar on <12-11-15/1111:08>
That's not really the core of the idea though. The core of the idea is generalized skills that allow you a given number of levels of more concentrated skills that you can further specialize in. What are the thoughts on that as an idea?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: jim1701 on <12-11-15/1131:01>
The idea is not without merit.  Off the top of my head though I think you would have to completely re-calibrate the skill points allotted in chargen.  I don't know that the effort would be worth the net result.  At your table, of course, go with what works for you.

Consolidating certain skills, IMHO, allows players to create characters with more depth without changing the overall pace of the game.  I don't really have a big problem with reducing the cost of skills but a lot of people will say they don't want to speed up character advancement.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: CitizenJoe on <12-11-15/1201:52>
One of the issues is determining just how different a skill is.  Just how different is pistols vs rifles? Shotguns vs. Rifles?  They're pretty similar, point loud end at enemy and pull trigger.  But there's more variation within a group than between them.

And then there is the question of just how hard a skill is to learn?  How long is basic training? How many skills do you get there? How long does it take to become a surgeon? Or maybe just a paramedic to compare apples to different species of apple.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/1213:40>
Hyper specialization and relative character performance aren't the issue.  The issue is some skills are simply better than others.  You don't correct that by increasing or decreasing character resources, you have to address the skills. 

I totaly disagree. Issue is that PC due to relative small amount of skill points forced to superspecialised in chacracter creation and later buy other skills on 1-3, it doesn't make sense. With current system only characters witj skills on A or B can have broader options. Some skills are situational, some are must have, like gymnastics, sneaking or backup weapon skill.   And to be clear - this is GAME and balance stands higher than experience from shooting range or swimming pool.


A Samurai that skips Sneaking to take a second melee skill is pretty arguably worse off.  If a Face skips Con for Performance they're arguably worse off.  First Aid is rolled on almost every run, often multiple times but I've never seen a Medicine check matter for more than a bit of bonus exposition.  And Gymnastics > Running > Freefall. 

There is just such a huge variation in the utility of individual skills.  Changing around a character skill point allocation doesn't prevent a player from falling into mechanical traps.  It may mitigate it a tiny bit by lowering the potential dice pool difference between the highs and lows on essential skills.  But ultimately the skills themselves are causing the issue.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/1223:30>
That's not really the core of the idea though. The core of the idea is generalized skills that allow you a given number of levels of more concentrated skills that you can further specialize in. What are the thoughts on that as an idea?

If more of the Group skills were worth spending Karma on you'd have this.  Example using the current system, you take a Decker with Skills "C" and put two group points into Electronics.  You then throw Karma at Computer, and eventually Matrix Perception.  The problem is critical skills are tucked away in a group skill and because of char gen rules you can't spend skill points on skills you spend group points on.  You've got to be prepared to burn a shedload of Karma.

If all the Group skills were worth taking to some level at least you could do essentially what Falar suggests with Karma Build characters or house rules that let you spend skill points after group skills.  However since the only group skill points a typical player ever uses are the ones at Char gen, it leads me to think that the group skill points are overcosted/underperforming/in need a buff.   
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-11-15/1245:18>
So one problem that has been brought up is the limited use of group skill points, because the useful groups have one critical skill, which prevents you from spending extra character gen resources on it.  What would happen if we allowed groups to be broken in character gen, and still allow individual skill points to be used to raise the rating and add specializations?  That would greatly increase the utility of group points. 

A mage could then spend his 5 group points on sorcery, then use two individual points to bump spellcasting and add a specialization. 

How unbalancing would that be? 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/1312:02>
So one problem that has been brought up is the limited use of group skill points, because the useful groups have one critical skill, which prevents you from spending extra character gen resources on it.  What would happen if we allowed groups to be broken in character gen, and still allow individual skill points to be used to raise the rating and add specializations?  That would greatly increase the utility of group points. 

A mage could then spend his 5 group points on sorcery, then use two individual points to bump spellcasting and add a specialization. 

How unbalancing would that be?

Gives an advantage to players with a better understanding of mechanical nuances.  Would be fine at some tables, problematic at others.  You'd want to explicitly have players spend the Group points first, then the individual points to make sure players understand what the house rule is trying to do.

It really wouldn't make a difference in the campaign as the overall player dice pools wouldn't increase.   
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-11-15/1317:26>
Well, that wouldn't change things from the way they already are. Every step of the process is full of character creation pitfalls if you don't know what you're doing. As it is now, players who don't know better might put five group points in their primary thinking that it is a good choice because three 5's without spending 15 individual points.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-11-15/1348:47>
Hyper specialization and relative character performance aren't the issue.  The issue is some skills are simply better than others.  You don't correct that by increasing or decreasing character resources, you have to address the skills. 

I totaly disagree. Issue is that PC due to relative small amount of skill points forced to superspecialised in chacracter creation and later buy other skills on 1-3, it doesn't make sense. With current system only characters witj skills on A or B can have broader options. Some skills are situational, some are must have, like gymnastics, sneaking or backup weapon skill.   And to be clear - this is GAME and balance stands higher than experience from shooting range or swimming pool.


A Samurai that skips Sneaking to take a second melee skill is pretty arguably worse off.  If a Face skips Con for Performance they're arguably worse off.  First Aid is rolled on almost every run, often multiple times but I've never seen a Medicine check matter for more than a bit of bonus exposition.  And Gymnastics > Running > Freefall. 

There is just such a huge variation in the utility of individual skills.  Changing around a character skill point allocation doesn't prevent a player from falling into mechanical traps.  It may mitigate it a tiny bit by lowering the potential dice pool difference between the highs and lows on essential skills.  But ultimately the skills themselves are causing the issue.

So, it's system error that player picks wrong set of skills, or lack GM advice ? I admit that there is many  useful skills, so I proporse +50% skill points rather than rewrite core mechanic. And if PC still will pick bizzare set of skills that is his choice, not game bug.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: SmilinIrish on <12-11-15/1359:13>
Sorry, but I completely disagree.  The problem isn't resources (you get more skill points by picking higher priority), but that many skills are redundant, and that groups all have at least one skill with limited use.  Having the existence of niche skills that rarely get used is fine, as long as they aren't in a group.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: jim1701 on <12-11-15/1415:21>
As far the priority system goes if you increase the number of skill points then you have redo the other categories as well.  Not that they are perfectly balanced now but that big a shift would unbalance the system too much.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-11-15/1646:18>
Since priorities aren't balanced to begin with I would not be too concerned with messing it up even further.

I would rip apart all skill groups and then look to separate skills into frequently and infrequently used skills.
Then keep all the frequently ones as is and merge the infrequently ones together into a new combined skill consisting of two old skills each.

This should get rid of roughly a third of all skills. Which is a start.
Out of the new list of skills we can start building skill groups again, if the concept of skill groups should last at all.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Strill on <12-11-15/1647:14>
Gives an advantage to players with a better understanding of mechanical nuances.  Would be fine at some tables, problematic at others.  You'd want to explicitly have players spend the Group points first, then the individual points to make sure players understand what the house rule is trying to do.

It really wouldn't make a difference in the campaign as the overall player dice pools wouldn't increase.
I disagree. I think it would be way more intuitive for new players. When you introduce skill groups to them, ignore all of the bullshit in the book about breaking them and when you can and can't increase them.  Just tell them "A skill group point ranks up each skill in the group"

Voila. Problem solved.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/1751:01>

So, it's system error that player picks wrong set of skills, or lack GM advice ? I admit that there is many  useful skills, so I proporse +50% skill points rather than rewrite core mechanic. And if PC still will pick bizzare set of skills that is his choice, not game bug.

Character building shouldn't punish a player for taking skills that fit a character concept.  A skill point should be worth a skill point.  Character concepts that include additional skills beyond a stripped down core competency shouldn't be beaten with a stick for taking a higher skill priority than the optimized builds.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-11-15/1918:31>

So, it's system error that player picks wrong set of skills, or lack GM advice ? I admit that there is many  useful skills, so I proporse +50% skill points rather than rewrite core mechanic. And if PC still will pick bizzare set of skills that is his choice, not game bug.

Character building shouldn't punish a player for taking skills that fit a character concept.  A skill point should be worth a skill point.  Character concepts that include additional skills beyond a stripped down core competency shouldn't be beaten with a stick for taking a higher skill priority than the optimized builds.

So Im asking again- If your concern is wrong build, it's GM  or core rules fault  ? If GM won't step up and help greenhorn to translate idea into skills all mechanic engineering is worthless. Besides, it's priority choice. If you have A or B in some other thing you shouldn't blame system for not having enough points to have well-broad runner. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/2058:30>

So Im asking again- If your concern is wrong build, it's GM  or core rules fault  ?

Core Rules. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: gradivus on <12-11-15/2149:58>

So Im asking again- If your concern is wrong build, it's GM  or core rules fault  ?

Core Rules.

The GM is supposed to go over and approve the build so a very bad build is
90% Core Rule 10% GM for not giving some pointers.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-11-15/2211:36>
Having the GM "fix" messed up rules is never a good sign. Also what about GMs that aren't aware/don't care?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kincaid on <12-11-15/2215:11>
If the GM is green enough to not know what skill selections may be problematic, then the game is probably going to be fairly fast and loose with the rules in any event.  That's not a terrible thing, I've been in plenty of Shadowrun games with +/- 2 dice modifiers get tossed around for no apparent reason.  But it's probably outside the bounds of this discussion.  It's also worth remembering that not all game design is focused on character optimization.  Skills that are underused--Free Fall, for example--may be central to someone's character concept.  That doesn't make it an amazing skill, but it makes it an important skill for that particular player.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-11-15/2301:39>
Sure, the zillion and one "Medic" builds that get posted are fair examples of less optimal skills being important to a character concept.  Merging several skills into one skill doesn't suddenly turn those builds into world beaters, but it does improve them without interfering with the concept.  And it doesn't make more optimized builds significantly better. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: gradivus on <12-11-15/2343:14>
Having the GM "fix" messed up rules is never a good sign. Also what about GMs that aren't aware/don't care?

I didn't say 'fix' messed up rules...
but  pointing out that the 3 Rating 1 skills bought with skillpoints are better bought with 6 karma so that those skill points can increase another skill to a higher rating or, if they have all the main skills for the archetype covered, specializations is helping the newer players that would otherwise have to spend 21 Karma for 3 specializations later or 36 Karma to get rating 6 on 3 skills that could have had them already.

Yes, not every skill needs to be a six but certainly that one thing your archetype is supposed to do does.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: ProfessorCirno on <12-12-15/0321:51>
I have three main issues with skills.

1) Some skills are one hit wonders.  Freefall is a great example; you put in a point, then go back to forgetting it even exists until That One Adventure where you roll it and maybe spend an Edge if needed.  And that's it.  You are never going to see someone biting their nails, wondering when they'll be able to afford Freefall 6.  Swimming is another example; it and Running, to be frank, seem to only get a point in them because lots of people put a group point into Athletics in chargen, then break it to boost Gymnastics.

2) Some skills are hyper-specialized.  It should say something when I look at Pilot: Ground and immediately see specializations such as "wheeled" then realize "oh wait, that's almost literally everything, because this skill covers the tiniest grouping possible, outside of the OTHER Pilot: X skills."

4) Some skills feel like they should be knowledge skills, nd only became active skills because of stupid semantics.  Chemisty is absolutely a knowledge skill, but someone went "Ok but you might DO chemistry so it has to be an active skill that we pretend is exactly just as important as Initiating Combat."  Performance is absolutely a knowledge skill.  Medicine is absolutely a knowledge skill.  Etc, etc.  Yes yes, I get it, you "do a thing" for medicine or performance, but that doesn't mean they should be treated as being equally important as Be Sneaky In This Game About Sneaking Around.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-12-15/0544:42>
Why character must-have-all ? Main reason to play in group is teamwork AND contacts. Why having medicine in middle of action, call street doctor . Why having chemistry, call chemist. And so on.
Secondly, it's GM fault not to consult with player their concepts. In other systems, like   d&d there are many more options. There games also needs to rwerite core cause i want to know-and -do-all with one dice ?


4) Some skills feel like they should be knowledge skills, nd only became active skills because of stupid semantics.  Chemisty is absolutely a knowledge skill, but someone went "Ok but you might DO chemistry so it has to be an active skill that we pretend is exactly just as important as Initiating Combat."  Performance is absolutely a knowledge skill.  Medicine is absolutely a knowledge skill.  Etc, etc.  Yes yes, I get it, you "do a thing" for medicine or performance, but that doesn't mean they should be treated as being equally important as Be Sneaky In This Game About Sneaking Around.
Well you CAN use all active skills as knowledge skills ! Sad, but even Hobbes can't  blame system in this matter

Last but not least - core give three gamestyles. Prime runner builds is something you want to play. Ton of skill points, attributes, contacts, resources and so on. Even greenhorn build should be playable with this.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-12-15/1017:49>
Actually Prime runner builds get the exact same amount of skill points as regular Priority builds.

And you're correct it is a team game best played by a collection of specialists, and correct, no one character needs to be an expert at everything.  Those are all true broad statements about the game.  However, once you dial down a bit and look, there is significant imbalance in the skills.  Qualities, Attributes, Adept Powers, Spells, Gear, and so forth there is a fair degree of balance within those game sub-systems.  Skills, not so much.  If you honestly believe that Freefall and Nautical Mechanic are as useful to a runner as Stealth and Automatics you're playing an extremely different game than most of us.

There is a reason many of us feel Skills A is a Trap.  There is a reason the Jack of all Trades Quality has its own thread singing it's praises.  Those reasons aren't caused by the Priority table on p. 65 of the basic book.  One of the root causes is in the skills themselves, the other is the exponential karma cost of skill increases.  If you want to keep the skills as they are and correct the issue via changing initial character resources you'll have to do something about the Karma costs of skill advancement.  And those are the sorts of changes that tend to benefit more mechanically advanced players who need the help the least.

Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-12-15/1151:33>
Balance is with priority system- of you permanently pick skills at C/D don't blame system, you can't have everything at chargen. There is no fair in shadowrun- aparat form proffesional rating 5+ elite runners are above all else.   
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PJ on <12-12-15/1230:32>
I think consolidating skills has merit.  There are a ton of great suggestions here.  Reworking the skills by turning some into knowledges, some into specializations, and changing some of the groups would streamline it.  And you would not have to rework the Priority system either.  The biggest part is figuring out what changes to which skills would be the best...
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-12-15/1433:19>
Balance is with priority system- of you permanently pick skills at C/D don't blame system, you can't have everything at chargen. There is no fair in shadowrun- aparat form proffesional rating 5+ elite runners are above all else.
You're just not getting what people are saying.

It's not about having it all.

The game implies that all skills are created equal - that something like Sneaking is of equal value to Free-Fall, or Medicine is of equal value to Automatics. That every skill is potentially worthy of being rated at a 6.

The mechanics and the themes of the vast majority of games simply do not bear this out.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: DeathStrobe on <12-12-15/1609:43>
I'd rather have skill groups turned into skills, and skills turned into specializations. And then allow you to level up Specializations (aka skills) at a reduced cost since they have a more limited focus.

I know what you might be thinking, "but Dethstrobe, that's literally what we got now, just with different names." No, skill groups break when leveling a skill or specializing, basically do away with that silly rule and allow skill groups (or what I call skills) to keep adding on and leveling up regardless if you have the subskill.

Of course skill priority will need to be reworked. But it shouldn't be too bad to find a sweet point between giving more skill group points, and doesn't even require that much of a rewrite to the rules.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-12-15/1636:37>
Balance is with priority system- of you permanently pick skills at C/D don't blame system, you can't have everything at chargen. There is no fair in shadowrun- aparat form proffesional rating 5+ elite runners are above all else.
You're just not getting what people are saying.

It's not about having it all.

The game implies that all skills are created equal - that something like Sneaking is of equal value to Free-Fall, or Medicine is of equal value to Automatics. That every skill is potentially worthy of being rated at a 6.

The mechanics and the themes of the vast majority of games simply do not bear this out.

I think you miss the point- it's pc choice to allocate skill points, no one force you to pick 6 at freefall, that logic is reductio ad absurdum.  Most mainstream rpg rules value skills at same level, like pathfinder in which super-important perception cost same as profession ( baker ) and no one have problem with that. Problem is with balance-wise prority system, when most players take C/D/E in skills and later complain about too much diveristy in skills, rather than pick priority with more skill points.

Totally agree with deathstrobe, it's wiser to give more skill points at chargen at every priority than change skill quantity or/and take prime runner chargen. Skill system is feature not bug. All we talk now is about prefrences, not valid arguments.

Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-12-15/1757:53>
No, C/D/E is frequently plenty for skills that actually matter and for particular archetypes. Sams, for example, can easily get away starting with only a couple high-level skills.

Not being forced to pick a skill does not have anything to do with skill value.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PJ on <12-12-15/1832:36>
DeathStrobe (and I think some others) bring up a good point about bringing Skills back in line with 1E/2E.

Essentially, what we now call Skill Groups would be Skills; what we now call Skills would be Concentrations (+1); Specializations are still Specializations (+1, but cumulative with your Concentration so a total +2).

And you really wouldn't need to rework Priority points at all for this, simply drop the 'Skill Group' points and leave the rest as is (I'm pretty sure in 1E/2E Priority A for Skills was 40, and I really want to say it was like 50.  But I no longer have those books, so don't recall, 46/36/28/22/16 would be fine).

Sum to 10/Priority encourages min/maxing.  Only way to get around that is to change karma costs to a flat rate per point.  Then players wouldn't feel the need to max out as much as possible and have some dump skills (and attributes, for that matter).

But going back to skills, if you changed groups into the actual skill, you wouldn't have to rework a bunch of the suboptimal ones because now you're getting bang for the buck.  Although, I think some groups need rework anyway as pairing doesn't make as much sense.  But that's just my opinion.

Take D, 22 Skills for a Street Sam (assuming A/B Nuyen and Attributes).  Athletics 3, Firearms 6, Close Combat 5, Stealth 4, Perception 4.  Compared to Gymnastics 3, Automatics 6, Unarmed 5, Sneaking 4, Perception 4.

Overall, having extra skill in running, swimming, pistols, longarms, etc... isn't going to break the game.  But a player might not feel as inclined to build an idiot savant.  And as others have pointed out, making the generalist (vice cyber guy/mage/decker) is now a good option.  What they lack in nuyen/magic/whatever they make up for by being highly proficient in many fields.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Kirito99 on <12-12-15/1939:25>

Take D, 22 Skills for a Street Sam (assuming A/B Nuyen and Attributes).  Athletics 3, Firearms 6, Close Combat 5, Stealth 4, Perception 4.  Compared to Gymnastics 3, Automatics 6, Unarmed 5, Sneaking 4, Perception 4.


Why you don't take A rather than D ? It is 46/10 so you will have many  more skills than to be only  muscle guy . This is the purpose of Priority system - you value higher attributes/magic/nuyen ? That's your choice, not game bug.  All thsi rant is about not having at priority C/D/E enough skill points to cover useful skill apart form core specialization, like sneaking.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PJ on <12-12-15/2058:14>
Even if you take A, the system as it stands now rewards you for picking seven skills at 6 and one at 4; one group at 6 and one at 4.  There is nothing wrong with that.  I just mentioned I like the idea of making skills more general (like they used to be) and then specializing from there.

What the real complaint on this thread is (if I am guessing right) is that as the system stands right now, I am punished for taking skills that fit my concept but that won't necessarily contribute to making an effective build, so I am better off min/maxing.

What I think we're trying to figure out is a good middle ground so that players don't feel they need to sacrifice concept to be viable.  Using the Street Sam as example, if his backstory is prior spec op, he should have Dive, Free-fall, and a couple other skills that right now make no sense picking up because then he loses out on the ones that make him effective for the party (this is why I am a big fan of Life Modules, but you have to really plan them well).
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/0020:30>
The number of skills is fine.

The skill points (for Priority) do need to go up to something like the following.

A- 50 / 10
B- 45 / 8
C- 40 / 6
D- 35 / 4
E- 30 / 2

The reason for this is that one of the most common character backgrounds (former military) is actually really skill intensive. There are a lot of skills that such should have that there really isn't room to have under the current skill points without really hampering core skills for role.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: MijRai on <12-13-15/0042:14>
I agree with All4 on the count of skills.  Throwing in a cap on maxed out skills would be wise, though I don't enjoy doing that much (it is only there to prevent min-maxers from having their way so easily).  I mean, most shadowrunners should have a point or two in a wide variety of things; Con, Etiquette, Computer, physical skills, etc...  The lack thereof should be an important part of your character, not  'oh, I couldn't afford to have the basics everyone should have and still do my job, so I min-maxed for the best result at the end.' 

As far as the skills themselves go?  I'd:
Ditch Gunnery (it is sort of superfluous in my opinion, and doesn't make much sense),
Merge Diving and Swimming (with a penalty to using diving gear for the deeper stuff if you don't have training (i.e. a Specialization) in it),
Throw Perception into the Outdoor group (the group could use some love, and it makes a bit of sense),
Merge Gymnastics and Free-Fall with a similar caveat as Diving (having it be another skill entirely just taxes anyone who wants to be good at it),
Ditch Exotic Vehicle (it could fall under any of the others quite easily),
Throw Forgery, Locksmith and Escape Artist into some kind of group (I don't know what I'd name it, but they're all skills of a somewhat dubious nature that require some knowledge and/or sleight of hand to manage)
Throwing Chemistry, Demolitions and Armorer into a group is feasible as well, I'd say (they mesh decently together, and it is another case of making a group purchase cheaper than buying individual skills, thus allowing more flexibility in the end result). 

After that, everything pans out pretty well in the normal skill front.  It ain't perfect, but nothing is. 

I'd also suggest increasing the number of knowledge skills folks get off-hand as well.  There's not a lot given for even a 'smart' person to have more than passing knowledge of their hobbies on top of stuff like languages and other possibly important skills. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/0056:18>
I'd also suggest increasing the number of knowledge skills folks get off-hand as well.  There's not a lot given for even a 'smart' person to have more than passing knowledge of their hobbies on top of stuff like languages and other possibly important skills.

They just shouldn't have decreased the number of Knowledge points gained with the new edition. It was (Logic + Intuition) x 3 before.

Ditch Gunnery (it is sort of superfluous in my opinion, and doesn't make much sense),
Merge Diving and Swimming (with a penalty to using diving gear for the deeper stuff if you don't have training (i.e. a Specialization) in it),
Throw Perception into the Outdoor group (the group could use some love, and it makes a bit of sense),
Merge Gymnastics and Free-Fall with a similar caveat as Diving (having it be another skill entirely just taxes anyone who wants to be good at it),
Ditch Exotic Vehicle (it could fall under any of the others quite easily),
Throw Forgery, Locksmith and Escape Artist into some kind of group (I don't know what I'd name it, but they're all skills of a somewhat dubious nature that require some knowledge and/or sleight of hand to manage)
Throwing Chemistry, Demolitions and Armorer into a group is feasible as well, I'd say (they mesh decently together, and it is another case of making a group purchase cheaper than buying individual skills, thus allowing more flexibility in the end result). 

Gunnery: That many decades in the future, it isn't hard to imagine that firing a vehicle-mounted weapon would be sufficiently different from firing a man-carried weapon so as to need a separate skill.

Exotic Vehicle: Probably the only one that I could agree with dropping entirely.

All that said, some exotic WEAPONS should not be 'exotic'. The lasers really should have a Laser Weapons skill like they did in SR3.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/0159:09>
I agree with this especially because of the mental/emotional disconnect between how shadowrun handles skills and how the gamers handle them. Look at the skill examples in the core book . . .

NO Rating: Unaware.
0: Untrained.
1: Beginner.
2: Novice.
3: Competant.
4: Proficient.
5: Skilled.
6: Professional.
7: Veteran.
8: Expert.
9: Excpeptional.
10: Elite.
11: Legenderay.
12-13: Apex.

I read that and think for my starting runner I can safely look at 1-4 for most skills and have maybe 1 or 2 "Professional" level skills throw in that the "human" example has attributes no higher than 4 and my inital assumption was a skill pool of 10-12 is fine with a 7 in secondary skills. Then I come here and get told no that's bad, wrong, fun and you can't contribute anything with skill levels that low you should be aiming for 16+ in your primary rolls and 12+ in any secondary ones from character creation. I know there are some who disagree with that approach but the point is low skill levels are going to be very appealing to most new players because that's what the book seems to indicate is the norm for a regular runner.

For me even now with the knowledge drummed into me that you should "maximise" your character so you only have a few very good skills and high attributes because you can "default" a roll I still feel more comfortable with the multi-skilled generalist. I don't want every skill and knowledge for amazo the amazing do it all but there is just so much out there that I look at what I'm getting and what the game classifies things as and I do want that to make my character feel like a real, breathing character rather than just a set of numbers I couldn't care less about.

I do feel every character should have 3 computers because really in a massively connected world like shadowrun who ISN'T going to be "Competant" at computer use (outside of special concepts like a shifter come in from the wild or the like), sure you may not know anything about the hardware and software but you are going to know how to use that off the shelf comlink. I like a 1 or 2 in first aid to represent basic training even if you aren't a paramedic, I feel a 3 or 4 should be fine for a firearms skill if you aren't the street sam not to mention all the basic skills like con, etiquette, negotiation. Instead we seem to get a sort of arms war where the players are forced to have a 6 + specialization + qualities + max ability + random ass pull to be considered "competant" against a standard foe. Which doesn't even consider the more skill intensive backgrounds/roles I hate being told your mage shouldn't have ritual/arcana/X because its not necessary or game mechanics wise is a poor choice I'm trying to make a trained magic user and they never ONCE considered maybe they should get basic training in astral combat or banishing?

I just can't see a zero in computers as anything other  than "Hey Tom show me how I send an SMS on this thing again? Hey Tom show me how to call up that phone app? Hey Tom this lights flashing how do I stop it . . . oh how do I charge it?". Yet most other people seem to view it as you haven't been "professionally" trained but you've picked up all the basics to play AR games, make phone calls, use the calculator etc etc but that just feels wrong to me.

Honestly I'd be happy with either more skills so I can get my specialization and nice little extras OR more games where you go out with a 2-4 ability + 3-6 primary skill for a total of 5-10 dice as a starting runner against a regular foe and a 12+ is considered an amazing figure well on their way to prime runner status instead of the current situation. This would also allow more dual roles, more unusual concepts like the decker/mage or simply people to have skills spare to take fun little extra's like artisian to represent they know how to draw/sing/cook at something bewteen "Well I'm no chef but I can throw meat on two slices of bread." and "I'm a 5 star gourmet chef." levels.

EDIT
Look at life modules, pick a bunch of them based on story rather than what they give and look at the character that results, heck look at the skill increases you get for each module. Make a character with normal priority then make one based on Theme with life modules ignoring what you actually get and compare the two before you spend karma.

What the game system and developer intention seems to be aiming at is markedly different from what the players seem to think you should have.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Novocrane on <12-13-15/0442:11>
Quote
When a character is piloting a vehicle in non-combat, or everyday situations, no test is required (unless the character is Incompetent, and then hilarity ensues). However, characters in Shadowrun often find themselves in dangerous or extreme situations with vehicles. When that happens, the character controlling the vehicle needs to make one or more Vehicle Tests.

Quote
I just can't see a zero in computers as anything other  than "Hey Tom show me how I send an SMS on this thing again? Hey Tom show me how to call up that phone app? Hey Tom this lights flashing how do I stop it . . . oh how do I charge it?". Yet most other people seem to view it as you haven't been "professionally" trained but you've picked up all the basics to play AR games, make phone calls, use the calculator etc etc but that just feels wrong to me.
I'd say they're right. Perhaps if you brought examples that were closer to professional shadowrunner grade problems, then you would need the piles of dice that come with an efficiently built archetype.

Just like the decker may not have the ability to call shots on multiple targets in less than three seconds, (but will still be sufficient for knocking over cans on a fence from 10m) the street samurai doesn't need "breaking into a host" dice pools to use MSPaint. (though they may have trouble editing a file, given the same three seconds in a skirmish)
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Darzil on <12-13-15/0719:30>
Personally I quite liked the rules that Wakshaani mentioned as being in a playtest version. What was it, one 6 or two 5's, and nothing higher than 4. You end up a lot more diverse in that case. Of course that only works if all players use it, and it makes enemies more challenging. Might need to tweak down some NPCs if this was the rule, and certainly things like Host rating.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/0737:35>
Quote
When a character is piloting a vehicle in non-combat, or everyday situations, no test is required (unless the character is Incompetent, and then hilarity ensues). However, characters in Shadowrun often find themselves in dangerous or extreme situations with vehicles. When that happens, the character controlling the vehicle needs to make one or more Vehicle Tests.

Quote
I just can't see a zero in computers as anything other  than "Hey Tom show me how I send an SMS on this thing again? Hey Tom show me how to call up that phone app? Hey Tom this lights flashing how do I stop it . . . oh how do I charge it?". Yet most other people seem to view it as you haven't been "professionally" trained but you've picked up all the basics to play AR games, make phone calls, use the calculator etc etc but that just feels wrong to me.
I'd say they're right. Perhaps if you brought examples that were closer to professional shadowrunner grade problems, then you would need the piles of dice that come with an efficiently built archetype.

Just like the decker may not have the ability to call shots on multiple targets in less than three seconds, (but will still be sufficient for knocking over cans on a fence from 10m) the street samurai doesn't need "breaking into a host" dice pools to use MSPaint. (though they may have trouble editing a file, given the same three seconds in a skirmish)

Sorry I just can't see it maybe I've had too many people ask me about copy paste or making a new folder, maybe just my own memories of learning to drive and shoot but to me a -zero untrained person is not going to be knocking over cans on a fence at 10m or otherwise. To me the difference between no rating and zero is the difference between which of these pedals is the velocitator and which the deceloratrix . . . hmmm what does this third one do? and "What foul beast is this that just swallowed him whole." and NOT I can hit a tin can on a fence at 50 paces and I can't or I can drive for normal day to day operations and i can't drive at all. Its UNTRAINED pick a skill you've never learnt anything about and have a go at it or better yet find someone who know's nothing about computers and ask them to build you one that's a zero rating in hardware for you. If you treat a zero untrained as being able to perform regular functions then what skill rating is someone who GENUINELY know's nothing about that skill but isn't completely unaware such a thing could even exist?

This is EXACTLY what I was talking about the system classifies a zero as UNTRAINED and goes on to say "Though untrained, you have a general awareness of the skill, and occasionally may even be able to fake it.". Not drive regularly around town but fake that you know how to drive OCCASIONALLY yet the players treat it as generally competent in that skill. That fits far better for the rank 3 (Competent) which has the description "You’re skilled at basic operations but struggle with complex operations and “tricks.”". That is rank THREE you can do the basic operations consistently and well shoot a tin can at 10m but struggle with doing them in pressure or performing fancy maneuvers.

Descriptor wise its a 3 point difference between the systems 3 rank (competant) and the players 0 rank (competent) and that mucks things up badly for new players. As I said look at life modules you pick the modules JUST for the single role you want and you'll still wind up with 1-2 rank skills by DESIGN yet as far as the players are concerned those are an utter waste. Its a fundamental mismatch between what the system is apparently designed to operate with and what the players force it into.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Darzil on <12-13-15/0756:57>
There is a difference between certain skills based on whether you can default or not though.

Can I build that computer? That uses Hardware, with no skill in it, no, you can't default.
Can I use that computer? That uses Computer, with no skill in it, yes, you can default.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/0805:11>
Perhaps but I think my point still stands.

System View
Rank Zero = No training you can sometimes fake it (default) and sometimes can't (no default).
Rank 3  = Competant skilled in basic options but has trouble under pressure or performing trick manuevers.
Rank 6 = Professional skill level for a job you do this for a living.

Player View
Rank 0 = Can perform any basic things you might need to do.
Rank 3 = Not worth bothering with either drop it to zero or raise it to 6.
Rank 6 = JUST starting to be worth considering as a skill but you better specialize and add qualities and other bonuses to add 4+ dice to anything you'd do regularly.

The two don't match up and as I said this causes problems for new players or those of us who prefer our character to have some skills with lower dice pools and primary skills in the 10-12 range for new runners. Sure your competant but your not going to have them beating down the door to hire you and only you.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PJ on <12-13-15/0844:04>
Rather than more points in active skills, what would consolidating look like?

-Change etiquette to Cha+Int.  allow knowledge skills to provide bonuses for subcultures.
-Make perception like a defense test, Log+Int(+Wil when active).  Throw in qualities that might switch the Wil attribute.
-Call medicine surgery, make biotechnology and cybertechnology knowledges (modules have medicine already as a knowledge), and add chemistry to the biotech group which is now chemistry, first aid, surgery.
-Merge Firearms into a single skill, small arms.  Firearms is now gunnery, heavy weapons, small arms.
-Merge blades and clubs into armed combat, archery and throwing into targeting.  Close Combat is now armed combat, targeting, unarmed combat.
-Add negotiation and instruction as specializations of leadership. Influence becomes con, intimidation, leadership.
-Free-fall and dive become specializations of gymnastics and swimming.
-Acting becomes disguise, impersonation, performance.
-Switch escape artist with disguise in Stealth.
-New group, Combat Engineer.  Armorer, demolitions, industrial mechanics.
-Drop industrial mechanics from Engineering and call it Vehicular Engineering (or just leave it, not game breaking).
-If keeping perception, merge with Outdoors and make navigation a survival specialization.

Finally, make the default to a skill rule -2 if using a skill, -1 if using a group.

That's off top of my head, no access to books right now.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/0933:18>
Perhaps but I think my point still stands.

System View
Rank Zero = No training you can sometimes fake it (default) and sometimes can't (no default).
Rank 3  = Competant skilled in basic options but has trouble under pressure or performing trick manuevers.
Rank 6 = Professional skill level for a job you do this for a living.

Player View
Rank 0 = Can perform any basic things you might need to do.
Rank 3 = Not worth bothering with either drop it to zero or raise it to 6.
Rank 6 = JUST starting to be worth considering as a skill but you better specialize and add qualities and other bonuses to add 4+ dice to anything you'd do regularly.

The two don't match up and as I said this causes problems for new players or those of us who prefer our character to have some skills with lower dice pools and primary skills in the 10-12 range for new runners. Sure your competant but your not going to have them beating down the door to hire you and only you.

Mechanically the number of ranks in a skill only matter for a couple things, like teamwork tests or First Aid checks.  What matters is the total dice pool and is the skill opposed or not, and the quality of the opposition. 

With Augmentations or magical attribute boosts players frequently have 8 or more in an Attribute, so even if they just throw a single point into an unopposed skill they're routinely doing average to difficult things.  Some Metahumans with a maxed out Augmented attribute of 11 would have a dice pool of 10 on a default an be better at something than a "Professional".  There are a fair number of skills that are just fine with one or two ranks in them.  Thus the popularity of Jack of all Trades.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-13-15/0940:57>
The reason for this is that one of the most common character backgrounds (former military) is actually really skill intensive. There are a lot of skills that such should have that there really isn't room to have under the current skill points without really hampering core skills for role.
On the flipside, having all the skills a former soldier would have results in you having like 5-7 combat skills, which is terribly redundant.

The mechanics actively penalize building realistic characters from this fairly common background. That's not a good thing.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/1009:51>
Perhaps but I think my point still stands.

System View
Rank Zero = No training you can sometimes fake it (default) and sometimes can't (no default).
Rank 3  = Competant skilled in basic options but has trouble under pressure or performing trick manuevers.
Rank 6 = Professional skill level for a job you do this for a living.

Player View
Rank 0 = Can perform any basic things you might need to do.
Rank 3 = Not worth bothering with either drop it to zero or raise it to 6.
Rank 6 = JUST starting to be worth considering as a skill but you better specialize and add qualities and other bonuses to add 4+ dice to anything you'd do regularly.

The two don't match up and as I said this causes problems for new players or those of us who prefer our character to have some skills with lower dice pools and primary skills in the 10-12 range for new runners. Sure your competant but your not going to have them beating down the door to hire you and only you.

Mechanically the number of ranks in a skill only matter for a couple things, like teamwork tests or First Aid checks.  What matters is the total dice pool and is the skill opposed or not, and the quality of the opposition. 

With Augmentations or magical attribute boosts players frequently have 8 or more in an Attribute, so even if they just throw a single point into an unopposed skill they're routinely doing average to difficult things.  Some Metahumans with a maxed out Augmented attribute of 11 would have a dice pool of 10 on a default an be better at something than a "Professional".  There are a fair number of skills that are just fine with one or two ranks in them.  Thus the popularity of Jack of all Trades.

Post a build for say a mage or decker with secondary skills of 1-2 and see how well received it gets please. Serious request I'm not a good theory crafter and I'm curious how well something with a high number of "high requireemnt" skills character would do if you gave them say computer or first aid 3 or if you'd be told to drop those "unnecessary" skills to put the points into a "recommended" specialization.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-13-15/1013:34>
It really depends on the value of the secondary skill.

A LOG tradition mage with LOG in the 6-8 range, might get some value out of a post-chargen purchase of Computer 1 with karma. But it's not a good use of a skill point, because of how the chargen minigame works. I usually discourage people from spending skill points on level 1 skills for that reason, and because most skills at 1 (to "dabble") usually puts you in a bad position if that skill is part of an opposed test. First Aid's rules hamstring itself, but I have seen characters with low ranks get value out of medkits to prevent bleeding out, but that's about it.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/1023:21>
The number of skills is fine.

The skill points (for Priority) do need to go up to something like the following.

A- 50 / 10
B- 45 / 8
C- 40 / 6
D- 35 / 4
E- 30 / 2

The reason for this is that one of the most common character backgrounds (former military) is actually really skill intensive. There are a lot of skills that such should have that there really isn't room to have under the current skill points without really hampering core skills for role.

And under the current system specialized builds start taking E or D in skills, while more generalized builds still over invest in Skills.  A skills is still a trap, even with a couple more skill points. 

Something like this helps the specialized builds more than the generalist builds.  For an across the board buff, I'd rather the generalized builds be improved more than the specialized builds since the generalist builds tend to be less mechanically efficient.

Shadowrun 5th edition has around 15 Group skills, 70 active skills, and literally an uncountable number of Knowledge skills.  Quick math for a true "Jack of all Trades" character.  Lots of skills, decent Stats, little to no magic or augments.  You'd need around 40 Group Skill points and another 30 to 40 individual skill points to get a character that has a 4 in every skill and 4 in each stat.  'Grats, you've got a character that costs around a thousand Karma and has no dice pool above 10.  Skills are a giant black hole of resources, even my suggestion that cuts the number of skills in half doesn't change it that much.  Over investing / poorly allocating skills is the most common mechanical trap in 5th edition. 

If you increased Skills A to 100/20 you'd still be able to wind up with a character that has a terrible skill allocation.  If you put an "A" into Metatype you get the Metatype you want, if you put an A into Magic, *poof* you're a Wizard.  An A in Stats you have good stats, A into Resources you can only screw up if you deliberately piss away Nuyen.  If you put a double A into skills and you're still only half way to your mechanically inefficient concept the issue isn't the number of skill points. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/1028:16>
Perhaps but I think my point still stands.

System View
Rank Zero = No training you can sometimes fake it (default) and sometimes can't (no default).
Rank 3  = Competant skilled in basic options but has trouble under pressure or performing trick manuevers.
Rank 6 = Professional skill level for a job you do this for a living.

Player View
Rank 0 = Can perform any basic things you might need to do.
Rank 3 = Not worth bothering with either drop it to zero or raise it to 6.
Rank 6 = JUST starting to be worth considering as a skill but you better specialize and add qualities and other bonuses to add 4+ dice to anything you'd do regularly.

The two don't match up and as I said this causes problems for new players or those of us who prefer our character to have some skills with lower dice pools and primary skills in the 10-12 range for new runners. Sure your competant but your not going to have them beating down the door to hire you and only you.

Mechanically the number of ranks in a skill only matter for a couple things, like teamwork tests or First Aid checks.  What matters is the total dice pool and is the skill opposed or not, and the quality of the opposition. 

With Augmentations or magical attribute boosts players frequently have 8 or more in an Attribute, so even if they just throw a single point into an unopposed skill they're routinely doing average to difficult things.  Some Metahumans with a maxed out Augmented attribute of 11 would have a dice pool of 10 on a default an be better at something than a "Professional".  There are a fair number of skills that are just fine with one or two ranks in them.  Thus the popularity of Jack of all Trades.

Post a build for say a mage or decker with secondary skills of 1-2 and see how well received it gets please. Serious request I'm not a good theory crafter and I'm curious how well something with a high number of "high requireemnt" skills character would do if you gave them say computer or first aid 3 or if you'd be told to drop those "unnecessary" skills to put the points into a "recommended" specialization.

Yeah, it depends on your definition of "Secondary" I guess.  I wouldn't consider Computer secondary for a decker, it's actually the most commonly checked skill for a Decker (Matrix Search and Matrix Perception are usually the most common Matrix Action.)   Secondary would be skills like Hardware or Demolitions and a Decker with an 8 Logic does fine in those skills with a couple points.  They're unopposed and you can do useful things with one or two hits.  First Aid is a different story because of the way First Aid works, you need a higher investment in First aid to be better than a med-kit. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/1119:18>
Perhaps but I think my point still stands.

System View
Rank Zero = No training you can sometimes fake it (default) and sometimes can't (no default).
Rank 3  = Competant skilled in basic options but has trouble under pressure or performing trick manuevers.
Rank 6 = Professional skill level for a job you do this for a living.

Player View
Rank 0 = Can perform any basic things you might need to do.
Rank 3 = Not worth bothering with either drop it to zero or raise it to 6.
Rank 6 = JUST starting to be worth considering as a skill but you better specialize and add qualities and other bonuses to add 4+ dice to anything you'd do regularly.

The two don't match up and as I said this causes problems for new players or those of us who prefer our character to have some skills with lower dice pools and primary skills in the 10-12 range for new runners. Sure your competant but your not going to have them beating down the door to hire you and only you.

You're disconnect is coming from the fact that you seem to be considering a starting character as a "wet behind the ears" rookie. They aren't. They are experienced professionals very well trained in what their role on the runner team is.

Look at life modules, pick a bunch of them based on story rather than what they give and look at the character that results, heck look at the skill increases you get for each module. Make a character with normal priority then make one based on Theme with life modules ignoring what you actually get and compare the two before you spend karma.

What the game system and developer intention seems to be aiming at is markedly different from what the players seem to think you should have.

The life modules do not produce a 'living breathing character'. They produce a character that at the point a starting character is in their career, they would not still be alive due to having PoS skill values that aren't even professional and attributes that are so woefully low after modules that it takes the vast majority of remaining karma to get those up to decent. Life Modules is the main culprit suffering from 'One True Build' syndrome.

I agree with this especially because of the mental/emotional disconnect between how shadowrun handles skills and how the gamers handle them. Look at the skill examples in the core book . . .

NO Rating: Unaware.
0: Untrained.
1: Beginner.
2: Novice.
3: Competant.
4: Proficient.
5: Skilled.
6: Professional.
7: Veteran.
8: Expert.
9: Excpeptional.
10: Elite.
11: Legenderay.
12-13: Apex.

I read that and think for my starting runner I can safely look at 1-4 for most skills and have maybe 1 or 2 "Professional" level skills throw in that the "human" example has attributes no higher than 4 and my inital assumption was a skill pool of 10-12 is fine with a 7 in secondary skills. Then I come here and get told no that's bad, wrong, fun and you can't contribute anything with skill levels that low you should be aiming for 16+ in your primary rolls and 12+ in any secondary ones from character creation. I know there are some who disagree with that approach but the point is low skill levels are going to be very appealing to most new players because that's what the book seems to indicate is the norm for a regular runner.

For me even now with the knowledge drummed into me that you should "maximise" your character so you only have a few very good skills and high attributes because you can "default" a roll I still feel more comfortable with the multi-skilled generalist. I don't want every skill and knowledge for amazo the amazing do it all but there is just so much out there that I look at what I'm getting and what the game classifies things as and I do want that to make my character feel like a real, breathing character rather than just a set of numbers I couldn't care less about.

I do feel every character should have 3 computers because really in a massively connected world like shadowrun who ISN'T going to be "Competant" at computer use (outside of special concepts like a shifter come in from the wild or the like), sure you may not know anything about the hardware and software but you are going to know how to use that off the shelf comlink. I like a 1 or 2 in first aid to represent basic training even if you aren't a paramedic, I feel a 3 or 4 should be fine for a firearms skill if you aren't the street sam not to mention all the basic skills like con, etiquette, negotiation. Instead we seem to get a sort of arms war where the players are forced to have a 6 + specialization + qualities + max ability + random ass pull to be considered "competant" against a standard foe. Which doesn't even consider the more skill intensive backgrounds/roles I hate being told your mage shouldn't have ritual/arcana/X because its not necessary or game mechanics wise is a poor choice I'm trying to make a trained magic user and they never ONCE considered maybe they should get basic training in astral combat or banishing?

I just can't see a zero in computers as anything other  than "Hey Tom show me how I send an SMS on this thing again? Hey Tom show me how to call up that phone app? Hey Tom this lights flashing how do I stop it . . . oh how do I charge it?". Yet most other people seem to view it as you haven't been "professionally" trained but you've picked up all the basics to play AR games, make phone calls, use the calculator etc etc but that just feels wrong to me.

Honestly I'd be happy with either more skills so I can get my specialization and nice little extras OR more games where you go out with a 2-4 ability + 3-6 primary skill for a total of 5-10 dice as a starting runner against a regular foe and a 12+ is considered an amazing figure well on their way to prime runner status instead of the current situation. This would also allow more dual roles, more unusual concepts like the decker/mage or simply people to have skills spare to take fun little extra's like artisian to represent they know how to draw/sing/cook at something bewteen "Well I'm no chef but I can throw meat on two slices of bread." and "I'm a 5 star gourmet chef." levels.

The Rating 3 'competent' would be the equivalent of what someone would be graduating high school with. Once out in the real world, whether after higher education or immediately, they should be at the Rating 6 equivalent pretty quick or they won't be in their job much longer (or they'll be dead if their job is Runner).

Now every character probably should have that 'competent' rating in Computer, social skills (for non-Face), a 'shootie' skill (for non-combatants) and Athletics, but again the points are set far too low to have a character both 'breathing' and worth playing in their role.



@Whiskeyjack and Hobbes:
The only reason for someone to even CONSIDER "efficiency" is woefully low point totals. The more points most people have, the less they'll worry about that.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-13-15/1157:45>
@Whiskeyjack and Hobbes:
The only reason for someone to even CONSIDER "efficiency" is woefully low point totals. The more points most people have, the less they'll worry about that.
Even if all skill priorities had markedly higher allocation values, I would still say that some skills would still be too-lave to invest any points in barring huge edge cases, that taking more than 2-3 combat skills was a huge redundancy trap, that First Aid <~4 isn't worth it, and that you don't need Computer to google a restaurant. ¯\_(ツ)_/¯
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/1216:01>
@Whiskeyjack and Hobbes:
The only reason for someone to even CONSIDER "efficiency" is woefully low point totals. The more points most people have, the less they'll worry about that.
Even if all skill priorities had markedly higher allocation values, I would still say that some skills would still be too-lave to invest any points in barring huge edge cases, that taking more than 2-3 combat skills was a huge redundancy trap, that First Aid <~4 isn't worth it, and that you don't need Computer to google a restaurant. ¯\_(ツ)_/¯

There will always view any game in the terms that you are doing so here, which is why developers have, in recent years, severely curtailed the number of points granted, but for most giving more points just makes that thought process unnecessary.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: PJ on <12-13-15/1227:20>
Perhaps the easiest fix would be to change all skill groups into skills (and probably roll a few of the single skills into an appropriate group)?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/1241:54>
Perhaps the easiest fix would be to change all skill groups into skills (and probably roll a few of the single skills into an appropriate group)?

Hell no. A comprehensive skill list is a positive for any game system. There, again, just needs to be enough points given that the attitude of the "efficiency crowd" is completely unnecessary.

The entire Priority table needs to be rewritten though (except Magic and Meta-type columns).

The table should be:

Attributes (copied verbatim from SR3 Core)
A- 30
B- 27
C- 24
D- 21
E- 18

Skills
A- 50 / 15
B- 45 / 10
C- 40 / 5
D- 35 / 3
E- 30 / 2

Resources
A- 1,000,000
B- 450,000
C- 275,000
D- 140,000
E- 50,000

At this point, the way the table is currently presented could be shunted over to a full "Street Level" table and a more advanced one created for a full "Prime Runner" table.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/1249:09>

@Whiskeyjack and Hobbes:
The only reason for someone to even CONSIDER "efficiency" is woefully low point totals. The more points most people have, the less they'll worry about that.

I gotta disagree.  If you increase Skill points, or put lower caps on skills you reward specialists more than you reward generalists.  Specialists will still put just enough in to get what is needed and have more resources to put elsewhere.  Just the way chargen works in Shadowrun, if you put too much into this thing, you're short somewhere else. 

The objective of reducing redundant or niche skills is to make more skill points available to the Generalist characters without significantly increasing the effectiveness of the specialized characters.  Turning niche skills into specializations or Knowledge skills frees up skill points on the concept builds, and does little for the more focused builds, and allows players to still cover those niche skills.

Compare your typical Human Samurai, A Resources, B Stats, C Skills to a "Weapon Specialist" concept that goes A Resources, B Skills, C Stats.  Under the current system the Weapon Specialist loses 4 Stat points to pick up a handful of redundant skills.  If you consolidate the assorted weapon skills the Samurai stays the same, the Weapon Specialist gives up 4 Stat points and can make a significant investment in some secondary areas like Armorer, Hardware, Demolitions, Biotech and the like.  The Samurai has a couple more dice here or there, but the Weapon Specialist has a useful broad array of abilities instead of a bunch of redundant skills.  If you simply increase the number of skill points the Samurai simply reduces his skill priority and the weapon specialist still likely can't cover everything they wanted to at Skills B.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-13-15/1250:37>
There, again, just needs to be enough points given that the attitude of the "efficiency crowd" is completely unnecessary.
What do you see as being the value of keeping a ton of low-value skills in the system (does Free-Fall really need to be its own Thing?), or redundant skills (i.e. how shooting non-mounted guns are broken into no less than 4 different skills)?
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/1254:55>

@Whiskeyjack and Hobbes:
The only reason for someone to even CONSIDER "efficiency" is woefully low point totals. The more points most people have, the less they'll worry about that.

I gotta disagree.  If you increase Skill points, or put lower caps on skills you reward specialists more than you reward generalists.  Specialists will still put just enough in to get what is needed and have more resources to put elsewhere.  Just the way chargen works in Shadowrun, if you put too much into this thing, you're short somewhere else. 

The objective of reducing redundant or niche skills is to make more skill points available to the Generalist characters without significantly increasing the effectiveness of the specialized characters.  Turning niche skills into specializations or Knowledge skills frees up skill points on the concept builds, and does little for the more focused builds, and allows players to still cover those niche skills.

Compare your typical Human Samurai, A Resources, B Stats, C Skills to a "Weapon Specialist" concept that goes A Resources, B Skills, C Stats.  Under the current system the Weapon Specialist loses 4 Stat points to pick up a handful of redundant skills.  If you consolidate the assorted weapon skills the Samurai stays the same, the Weapon Specialist gives up 4 Stat points and can make a significant investment in some secondary areas like Armorer, Hardware, Demolitions, Biotech and the like.  The Samurai has a couple more dice here or there, but the Weapon Specialist has a useful broad array of abilities instead of a bunch of redundant skills.  If you simply increase the number of skill points the Samurai simply reduces his skill priority and the weapon specialist still likely can't cover everything they wanted to at Skills B.

There, again, just needs to be enough points given that the attitude of the "efficiency crowd" is completely unnecessary.
What do you see as being the value of keeping a ton of low-value skills in the system (does Free-Fall really need to be its own Thing?), or redundant skills (i.e. how shooting non-mounted guns are broken into no less than 4 different skills)?

You're both an "efficiency" mindset person, and you don't seem to be able to grasp that most don't hold your mindset. For most, they would see having more points as being able to be good at their role and have all the other skills/attributes they need to "round out".

Again "redundant" and "efficient" are, for most, only things to consider when there is a dearth of points available.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/1256:06>
Perhaps the easiest fix would be to change all skill groups into skills (and probably roll a few of the single skills into an appropriate group)?

Hell no. A comprehensive skill list is a positive for any game system. There, again, just needs to be enough points given that the attitude of the "efficiency crowd" is completely unnecessary.

The entire Priority table needs to be rewritten though (except Magic and Meta-type columns).

The table should be:

Attributes (copied verbatim from SR3 Core)
A- 30
B- 27
C- 24
D- 21
E- 18

Skills
A- 50 / 15
B- 45 / 10
C- 40 / 5
D- 35 / 3
E- 30 / 2

Resources
A- 1,000,000
B- 450,000
C- 275,000
D- 140,000
E- 50,000

At this point, the way the table is currently presented could be shunted over to a full "Street Level" table and a more advanced one created for a full "Prime Runner" table.

Street Level vs Prime Runner vs Legendary Runner is a matter of table preference and starting character resources or length of campaign.  And 3rd edition had around half the skills 5th edition does.  Just sayin.

And still doesn't address the fundamental issue of the relative value of skills.  With that table Skills just becomes a lower priority on the focused builds and you increase priorities elsewhere. 

 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-13-15/1301:53>

You're both an "efficiency" mindset person, and you don't seem to be able to grasp that most don't hold your mindset. For most, they would see having more points as being able to be good at their role and have all the other skills/attributes they need to "round out".

Again "redundant" and "efficient" are, for most, only things to consider when there is a dearth of points available.

It's not a mindset, its math.  *shrug* 

As an efficiency person I'm telling you "MOAR SKILL POINTS" doesn't actually narrow the gap between "good" builds and "bad" builds (highly subjective terms, good and bad builds varies wildly from table to table).  More skill points actually increases the performance gap. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: CitizenJoe on <12-13-15/1653:29>
Well, you could go a bit more complex and have skills fall into the variable price level like qualities.  I had actually suggested something like this year's ago but you can see it in the Fallout 4 perk tree.  You don't have skills per se, but rather qualitative descriptors which modify dice rolls. 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-13-15/1731:11>
Oh please no, not different costs for skills. There is no gain in this. Then the discussions begins why it is easier to learn diving than sneaking.
The chargen will be an even bigger mess than it already is.

Qualities could also be reduced to costs of 2, 4, 8 and 16. Everything that is either too good or bad to fit one of these costs can just be adjusted in its effect rather than cost.

Skills are rather easy to resolve.
Keep all the "efficient" skills as are and glue the other together in pairs of two.
Firearms could be condensed to long range and short range. The first is the skill to aim fast the second more of a deeper understanding of ballistics.

Some skills could just die altogether. Pilot Watercraft? Srly?

Some skill pairs just seem to be the exact same thing and the separation of them in game terms makes no sense other for the heck of it.  Electronic warfare and cyber combat....

Shadowrun has immense potential to be shrunk down without losing its appeal. Skills are just one of those options.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/1928:43>
@All4BigGuns

That's just it I'm not thinking a new runner is a "wet behind the ears rookie", I'm just matching up the system descriptions and clasifications to the role here. A starting runner in normal level play is as you say a competent professional at their role HOWEVER a competent professional at their role as defined by the skill system is a rank 6 skill put that in say spellcasting, summoning and counterspelling you should then be able to spend some points around on secondary skills in the 1 (Beginner) to 5 (skilled) range with several in the 3 (competent) to 4 (profecient) level. Going by the description I should be able to use my 5 group points on influence for etiquette and negotiation and be perfectly fine at it since I'm a SKILLED negotiator. The problem as I say is that the players seem to feel anything less than 16+ is bad and throw enemies against you that require that kind of level so you wind up having to spend a fortune of skill points to be viable. A mage is a bare minimum of 21 (Spellcasting, Summoning, Binding at 6 with a specialization.) And can easily run into the the 40's (Assensing, Perception and counterspelling with a specialization) = 42 skill points and I have NO secondary role here or secondary skills. If I were making a wet behind the ears rookie with the system as written and no input from players I'd have no skill higher than 3 i.e. skilled at basic functions but has trouble with tricks or complex actions.

If I were able to run a game I'd be picking/using enemies with these kind of levels in mind. Either 1-3 for rookie opponents or 1-6 for professionals depending on their role. I feel this is backed up by the enemies in the core book. Rating 0 general mooks are skill level 3 and lieutenants 4 maxmimum. Rating 1 Gangers are level 4 and lieutenants are 5 from a pistols 3 with specialization. Rating 2 general corp security are still 4 with the lieutenants having magic rather than weapons skills. Jump to 4 with an ORGANIZED crime gang and your looking at 5-6 skills with 7's in computer techniques for the lieutenants. Ratings 5 and 6 are both elites who are not the usual oponents you'd be hiring even competent runners for since they're skills ramp up to 9's. Against the rating 1 - 4 opponents runners have plenty of room without needing a 16+ dice pool in my opninion.

You are again making my point ABUNDANTLY clear when you say . . .

The life modules do not produce a 'living breathing character'. They produce a character that at the point a starting character is in their career, they would not still be alive due to having PoS skill values that aren't even professional and attributes that are so woefully low after modules that it takes the vast majority of remaining karma to get those up to decent. Life Modules is the main culprit suffering from 'One True Build' syndrome.


Except that's not the case at all. One these aren't starting characters in their career thematically since there's modules for terrorism, shadowrunning, miltary service and they are usually in their late 20's to early 30's depending on the modules you take so this is either badly designed system OR creates characters who have abilitiies at the level the game designers picture for a new runner. As for PoS skill values well on the one paw what makes them so horrible in YOUR opinion may well be your own orverinflated ideas of what a character MUST have to be viable which is my point here and on the other paw I'm able to make a mage with 6 in their primary attributes and skills and that's groups i.e. a 6 charisma and 5 willpower with a 6 in the sorcery and summoning skill groups, if I push it I can get 7 in both those groups.

Lets look at your second comment here . . .

The Rating 3 'competent' would be the equivalent of what someone would be graduating high school with. Once out in the real world, whether after higher education or immediately, they should be at the Rating 6 equivalent pretty quick or they won't be in their job much longer (or they'll be dead if their job is Runner).

While I can see the rating 3 for a high school grad (which not all runners are) for some skills, not all of them are taught in schools afterall e.g. demolitions, diving I DON'T agree with the rating 6 immediately or even after higher education I've just completed a 4 year apprenticeship as an electrician and I'm still meant to be working under a WGL and more experienced people because I don't have that hands on experience. I'd probably be a 3-4 depending on the area because that HIGHER education was starting off with a skill that wasn't taught in schools and even for the ones that are there's a reason you gain seniority and experience doing the job AFTER you get a degree. Again this comes back to my point that the player base for this system has developed an idea of what you SHOULD have that doesn't match up with what the system apparently is aiming for.

Finally . . .

Now every character probably should have that 'competent' rating in Computer, social skills (for non-Face), a 'shootie' skill (for non-combatants) and Athletics, but again the points are set far too low to have a character both 'breathing' and worth playing in their role.

I actually agree with this as its what I'm saying and yet to get this you need to be able to free up a large amount of points how many depends on just which skills you consider a character should have and at what level. For me I'd probably go with 3 in computers, 1-2 in etiquette and negotiation, a 2-3 in the shootie skill (for non-combatants) and a 3 in athletics as a sort of default package. However that requires 6 to 8 skill points and 3 group points be freed up somewhere which is a fairly heavy investment especially on the lower skill priorities and which I think helps contribute to the whole problem. People know you should be able to do this stuff logically but they haven't the skill points so they shove it down as "Default"ing on those skills and that throws everything else out of balance. Maybe if you grew up and trained with just the one team you could get a hyperspecialized person completey untrained in every other area but people don't develop that way. My mage isn't necessarily going to have the 1-2 I'd like in hardware, software to create a character with an interest in computers but who was made to make the most of their gifts but they should have picked up enough etiquette skills to not risk triggering an incident every time they open thier mouth or enough negotiation to recognize when the deal is too good to be true.

@Whiskeyjack
To each their own, some of your comments I agree with e.g. multiple firearms skills not really being necessary except thematically (military soldiers do learn multiple weapons) but others I don't e.g. not needing computers to google a resturant. I have worked with people who would be at best a 1 at computers and probably a zero they can't do it earlier this year I had someone I work with come up with an add for a firearms shop they wanted to visit and ask if I could please google the address because they didn't know what to do and they aren't the only person to do this. I've had requests for help with google, with copy, paste, with folder creation, with replying to emails and it goes on and on. Most people nowaday's probably are equivalent to a 3 (competent) in computers but not all and when you deal with the ones who aren't you realize just how huge a difference even basic training makes. I'm currently working with someone who gets signed on and off every day by the work group leader because he can't use a modern smartphone and all he needs to do is enter his name and password into the system then click log on, punch and punch again to login.

@Hobbes
Interesting table I've some errands to run but I will make a char with it and post it later, see how it looks.

More skill points wont narrow the gap between good and bad skills but since most "efficiency" builds are currently pushing the hard cap as it is I don't think they'd get much better while bad builds may get a bit worse and that's up to the GM to catch anywyay. What's important to me is that the middle of the ground will go from I either make a character I dislike or make a character with poor viability to I make a character I like with decent viability.


EDIT
Just threw together a very rough character with sum to 10 (A: Mage, B: Attributes, skills, E: Meta, Resources) and it makes a huge difference in build.

Character comparison.
Abilities.
Body: 5 vs 3.
Agility: 5 vs 3.
Reaction: 3
Str: 3 vs 2.
Willpower: 5
Logic: 3
Intuition: 5 vs 3
Charisma: 6

Skills
Arcana: 1
Assensing: 6 with spec.
Athletics Group: 4
Binding: 6 with spec.
Counterspelling: 6 with spec.
Influence Group: 6
Longarms: 1
Perception: 6 with spec.
Spellcasting: 6 with spec.
Summoning: 6 with spec.

On top of which I have an extra 11 skill points to bump up longarms and take skills like computers, hardware, software, ritual spellcasting, artisan, etc as opposed to the current B which would have 2 skill points left and be 5 group points over so if I'm trying for a mage/face I need to start sacrificing things and wouldn't have anything left aftewards for flavour choices.

Resources
Didn't look at this but having an extra 44,000 nuyen would make a huge difference in not only quality of gear but also fake sins and licences. I could easily grab the advanced runner, advanced magician, smartgun, go anywhere jacket, stylish suit and combat bike packs as well as a month of low lifestyle, rating 4 fake sin and 4 rating 4 fake licences as well as the AR gloves and trodes for a mage. Which gets me good armour, smartgun weapons, good gear, a good fake identity and a nice erika comlink as well as a vehicle. With only a few changes (removing things like diving gear and changing the scorpion to a growler) I can throw in a tactical helmet as well as a middle lifestyle or with a bit of crimping I can add a bug out bag instead of the middle lifestyle. On top of which means I'm not spending karma or qualities to up my cash from the 6k you get currently so I can buy basic items (cough SIN cough).

All of which is created trying to be a "Efficient" build rather than my more usual generalist and is far more believable as a competent regular runner I think. The attributes I could probably leave off but the skills and Nuyen change it from I'm struggling to make a viable build I don't hate utterly to I have a viable build AND my flavour options that allow me to see it as a living, breathing character who's spent a fair amount of time running the shadows and building up a solid reputation.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/2039:53>
@Senko:

That's the problem with skill ratings being used as the benchmarks. The rating isn't a good measure of capability.

If you use dice pools (like you should), the 10 to 12 range would be Competent, 13 to 15 would be Proficient and 16 to 18 would be Professional. This is for any skill that would result in an opposed test. For those with a threshold, the numbers for the pools would be lower of course. In this case, it would be 6 to 8 for Competent, 9 to 12 for Proficient and 13 to 15 for Professional.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: DeathStrobe on <12-13-15/2209:49>
@Senko:

That's the problem with skill ratings being used as the benchmarks. The rating isn't a good measure of capability.

If you use dice pools (like you should), the 10 to 12 range would be Competent, 13 to 15 would be Proficient and 16 to 18 would be Professional. This is for any skill that would result in an opposed test. For those with a threshold, the numbers for the pools would be lower of course. In this case, it would be 6 to 8 for Competent, 9 to 12 for Proficient and 13 to 15 for Professional.

I think those numbers are higher than where they should be.

I think 6dp is that you're good enough to live as a squatter or entry level position at a mega. 8-10dp means you're now a wageslave getting by at low lifestyle. 10-12 is that you're a professional and people actually seek you out for your specialty, so a medium lifestyle, wageslave. 12-15 we're starting to get into corp execs, HTR teams, and prograde runners. 15+ we're starting to get into special forces, Wildcats, Ghosts, Firewatch, etc.

At 6dp, you got 3 attribute and 3 skill. Maybe you're day labor, or you work in the mailroom of a mega corp and live at low lifestyle with debt up to your eyeballs.

At 8-10dp, you have 3-4 attribute, 4-5 skill, and some gear to give you some bonus die. You're probably joined a gang, or are given grunt jobs at a mega corp that no one wants to do, like data entry, QA testing, or whatever.

At 10-12 dice, you got 4-5 attribute, 5-6 skill, and probably sporting some new chrome or gear to make you better at your job. You might be muscle for a crime syndicate, writing code for a mega corp, or maybe working as a guard.

12-15 dp you're a bonafide badass, 5+ attributes, 6+ skills, and you got some cyber and/or custom gear for your job. You're in a management position and target for extractions, you're maybe HTR that's meant to suite up in a moments notice, or maybe you made it up to be higher echelons of a crime syndicate.  At any rate, when people see you on the scene they know drek just got real.

15+ you're a damn thing of legends and nightmares. 6+ attributes, 8+ skills, the state of the art gear/ware/magic. People that see you are either star struck or don't believe you are who you say you are.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-13-15/2330:55>
Again this is the issue I'm trying to draw attention to. Most players like All4BigGuns view a dice pool of 12 as competent and 16+ professional others like me and Deathstrobe see 16+ as far beyond normal levels the equivilent of the Seals or wildcats and 10-12 is professional for most people and the system seems to agree with us. Sadly most players don't, I can BARELY get a 16+  on some skills at character creation and none of them magic ones, a 14 I can do consistently if I specialize but that brings me up HARSHLY against the limited number of skillpoints, I feel happiest with dicepools in the 10-12 range for a few skills, 7+ for secondary ones and 4-5 for my interests but good luck getting to play something like that. Especially since most people seem determined to design encounters to "challenge" people with 16-20 dice pools. A 16 dice pool is on PAR with elite special forces lieutenants firearms skills and really if your not a prime runner or being set up what on earth are you doing going up against something like that? To repeat 16+ = ELITE not rookie ELITE special forces who generally are meant to be among the best of the best to begin with. This is not your competent runner this is prime runner territory, a competent runner is much lower on the totem pole and new rookies from the street scum day's are even lower.

A more reasonable organized crime ganger has a 10 dice pool for his firearms attacks, regular police patrols have 7 or 10 if they're a lieutenant, corp security again a 7, street scum are a bit tougher at 8. Basically a starting samurai with a 12 dicepool, 14 if they specialize is going to be a terror to people like that and well deserving of the concept that they're an experienced runner. That poor patrol officer who ran into him on a darknight in a deserted alley has HALF his dice pool HALF same with standard corp security.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: All4BigGuns on <12-13-15/2352:44>
Keep in mind that I differentiated between opposed dice pools and those that tend not to be opposed. That distinction alone creates a massive difference in what's needed.

For those opposed pools, those "prime" or "elite" sorts should be the ones with the skill ratings at 8 or 9 with max or very-near-max linked attribute (post-augments).
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Strill on <12-14-15/0017:50>
A 16 dice pool is on PAR with elite special forces lieutenants firearms skills

I'm reading the book and Elite Special Forces Lieutenant has 9 (Agility) + 9 (Firearms) + 3 (Improved Ability:Automatics) +1 (Smartgun) = 22. It could easily be 24 if he'd take a specialization.

Might wanna adjust your argument.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-14-15/0237:27>
Could be yes but there's no mention there of a specialization and I deliberately didn't count the smartgun as none of our discussion so far included gear improvements although I did allow the ability increasing ones which I probably shouldn't since any street sam worth his name is going to have something in that area too. However I admit I missed the adept power in my calculations as I was only looking  at the skills/abilities and didn't think to check the fact he was a mage. Ok so not up to a lieutenants stats and I should have used a regular soldier for that example especailly since I was more concerned with the more reasonable opponents you might face rather than special forces.

Ok yes elite speical forces lieutenant (the toughtest oponent I can see in the core book) has a 22 dice pool but again this isn't something a newly made runner should be up against.

EDIT
I'm not responding to your opposed dice pools comment because until we reach agreement on what is expected in terms of skill ranks and relative level we can't compare the opponents pools.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: CitizenJoe on <12-14-15/0715:26>
Titles like "novice" and "professional" don't make sense in the attribute plus skill mechanic.  I understand that they need to detail unaware and the 0 skill penalty, but those don't really match up to expectations.  I think that if you replace skill rating with expected hits, the titles work pretty well.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: DeathStrobe on <12-14-15/0936:18>
Titles like "novice" and "professional" don't make sense in the attribute plus skill mechanic.  I understand that they need to detail unaware and the 0 skill penalty, but those don't really match up to expectations.  I think that if you replace skill rating with expected hits, the titles work pretty well.

That's not a bad way of looking at it.

Rating 0 = 2dp
1 = 3dp
2 = 6dp
3 = 9dp
4 = 12dp
5 = 15dp
6 = 18dp

My only problem is that the low end is a bit too unreasonably low. 0  and 1 Rating opposition is like fighting school children or the homeless. That doesn't even seem good enough to be able to defend a squatter community from normal rats, let alone devil rats.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Senko on <12-14-15/1048:08>
This is what I briefly mentioned earlier first you need to decide who your runners are then you can start working with the opposition in any meaningful sense. For this if we're ignoring the descriptive text and looking at dice pools we still need to define what we're working with at that level. I assume (correct me if I'm wrong) your dice pools are meant to represent a general "threat" category since you go 1-6 (as the threats in the book are classified) and not 1-12 as the skills are In which case I'd suggest looking at the book for general dice pools. You could drop rating zero since that's not so much a threat as more collateral damage waiting to happen. Now with the dice pools I'm assuming your values Deathstrobe are the total dice your rolling? In which case I'd bump them up a bit since even the common street gangs in the book at rating 1 are a DP of 6-8 to roll. I think the issue here is that each threat category upgrade doesn't translate to a DP upgrade. For example the dice pools for rating 1 (untrained street hood) and rating 2 (security guard) aren't that different however the security guard has access to heavier weaponry (automatics) and magic which makes them more of a threat even though what they're rolling is still in the 6-8 range its now 6-8 emptying a light machine gun at you or casting a spell to buy time for reinforcements to show up. Which brings us to 3 police and law enforcement units they're actually a bit of a step down in terms of gear/dp compared to security guards but they now add augmentations to the mix upgrading their abilities there. Then at rating 4 we add decking capabiliteis and a dp ugprade. After which there's a big jump to 5 elite corp security (the guy's responding to the alert from the rating 2 ones who have another DP ugprade and better cybergear again. Then finally at rating 6 we get another dp and gear upgrade in addition to magic (I just noticed the lieutenant is actually initiated so there's definately no way a now runners at this level).

Anyway this makes trying to go by simply DP a problem as you need to consider all the factors making it something more like . . .

1 = 8 DP no augments/awakened
2 = 8 DP low level awakened
3 = 8 DP low level augments
4 = 10 DP, mid level augments and awakened (rare)
5 = 16 DP, High level augments and awakened (common).
6 = 22 DP, Anything goes (all).

And as you can see that runs into problems as for the first 3 ranks of challenge your looking at a roughly simimlar dice pool but their other capabilities change significantly. The rating 1 foes are just ordinary metahumans with poor quality gear by and large, at level 2 you start encountering awakened and better quality gear, at 3 you run into augmented foes so while they're dice pool hasn't changed they might now be able to see heat signatures or not be affected by poisons. At level 4 we finally see a dice pool upgrade but more importantly the augemnts and awakened they use become more powerful as well. At 5 and 6 everything goes up. Then on top of this the nature of the foes changes as well for the different ratings. Common street trash are as likely to come after you to prove themself as they are to run and hide from your threat, corp security just fight a delaying action waiting for help and are very unlikely to pursue, rating 3 will call in LOTS of backup, hunt you down and try to incarcerate you. Level 4 could be anything from hiring higher level muscle to hit you down to trying to buy you off depending on the organization in question but are more likely to threaten your friends and family. Level 5 are going to try and kill you but are only likely to pursue if you got away with something you shouldn't have. Its all over the place.

Honestly I think I'd prefer to go with more a skill based system if we're changing things something like . . .

Skill Rating 0: N/A
Skill Rating Competant = common threats.
Skill Rating Professional = Organized Threats
Skill Rating Elite = Elite Threats
Skill Rating Legendary = Special

So if the groups highest skill rankings or highest specialization are at that level then you throw threats of that nature against them. To give examples.

Highest Group skills = 3 they are competent but nothing special (street scum games) and will be facing common threats (street gangs, low level security forces, police or reflavoured versions of those).
Highest Group skills = 6 they are professionals (normal starting level) and will be facing organized opposition (all the common threats plus organized gangs who actually try to counter them or reflavoured versions of same).
Highest Group skills = 10 or maybe 9 they are elite they don't need to look for work it comes to them (prime runners) and will be facing threats that'd make even most runners back off (assasinating a corp exec when he's travelling under guard to a highly secured facility in one of 3 convoy's and a a helicopter, elite security forces protecting the base itself and in all the convoys, less than a 24 hour window and so on).
Highest Group skills = 11+ they are legends in their own right e.g. fast jack and shape the fate of the world on a regular basis. If you have to ask what they're doing your not ready to do it.

Probably not the best layout as its 2:30 in the morning but what I'm getting at here is you match up how skilled they are against what they're facing. Anyone might be facing a group of gangers doing a drive by shooting as an initiation, the normal players still aren't facing extremely high dice pools but they can be running into deckers, awakened and augmented individuals plus they're dealing with groups who will take the time to try and hunt them down for revenge not just an indviidual here but organizations who have deckers on staff to pull who your friends and family are if they can ID you. Prime runners are going up against elite special forces and security troops. Legendary runners are going after world threatening forces of nature and usually are doing it because of personal desire rather than any need for funds. If the party samura has a skill of 6, rating 6 ability and specializing for a starting pool of 14 (plus any other modififers for gear/augments) and the rest of the party's the same in their areas you can use common and organized threats to wear them down and elite individual as the big bad's dragon so they have to plan and think to take him down.

To illustrate this the runners with 14-16 dicepools in their primaries have been hired to take down a SINless slaving ring its mainly composed of organized oponents mid level augments and awakened here and there as well as a dice of 10ish which they can handle reasonably easily but it wears them down a bit on top of which the local police are also involved protecting the "legitimate" business again the "terrorists" and your client doesn't want the officers hurt. Then the bosses enforcer steps in personally. He's the equivilent of an elite secuirty officer with a dice pool in the 16's with lots of high tech armour and weapons. Yes they can take him but they'll get hurt doing it and then they have to go after the boss who's back down a rating as he's less of a direct threat and more of a thinker. Later when they're skills have increased they aren't going after an organized crime gang they need to extract the target from a group of elite security officers (24 of them although only a third are on duty at any time) under a lietunant with orders to kill the target rather than let him be taken.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Squirrel on <12-14-15/1131:01>
The scale of dice pools is off topic.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Whiskeyjack on <12-14-15/1445:10>
The scale of dice pools is off topic.
Thread drift is a thing.

But also you're wrong. When you're talking about the value of skills, the expectations for dice pools is absolutely relevant.
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: Hobbes on <12-14-15/1547:12>
EDIT
I'm not responding to your opposed dice pools comment because until we reach agreement on what is expected in terms of skill ranks and relative level we can't compare the opponents pools.

You aren't going to get agreement on opponents dice pools.  Varies by table too much.  Missions games run 10ish dice for mooks, up to 22ish for scary boss fights.  Non-missions published modules run around the same although they do occasionally throw very scary stuff around if the PCs are expected to have help or some kind of advantage.  Or are expected to just run away from the angry dragon... 

Some tables don't like battered and bloodied PCs so they run smaller dice pools.  Some tables expect to see a Street Doc every run.  Some tables you need to make 3 dice checks just to run to the Stuffer Shack, those tables won't have as high pools because everyone needs to have 8 dice in several different day to day skills so get very spread out.  Some tables have an Attribute min, so no dump stats, so you've got lower dice pools because those stat points come from somewhere.  Some games have been played once a week for the last 2 years and have characters with around 300 Karma.  Some games are just starting. 

Too much variation to say anything more than 10 dice is low for an opposed test and 20 dice is a lot.  Which, while truthful, isn't exactly helpful.

If you want to use a generic yardstick the Missions games are probably the most common.  I've got no actual facts to support that, just a guess.  Attack/Defense pools of 10 dice for mooks the PCs are expected to blow through.  12 to 14 for the tough guys.  18 to 22 for the "Take on the whole team at Once" scary thing.  Social and Matrix pools will vary wildly, but 10 dice for minimal resistance up to 14ish for difficult Hacks, Johnson negotiation pools, or other difficult things.  There might be some 15's floating around.  I don't recall seeing 16 for any hacking or social tests though, doesn't mean there aren't any.

 
Title: Re: Discussion: Shadowrun 5 has too many skills
Post by: DeathStrobe on <12-14-15/1941:22>
@Hobbes

I think we can actually agree on what dice pools mean. Because dice pools are calculated from gear, skills, and attributes, we can make some "safe" guesses on what kind of people in the 6th World should have what kind of dice pools.

If you're hired to rob a StufferShack you don't expect the clerk to be rocking 9 agility and 9 heavy weapon skill, and +2 smart link with an HMG. That's clearly outside of the resources that someone at StufferShack has access to. Maybe a 12 year old ork youth who lied about his age to get the job, and he has a light pistol he carries around to ward off robbers. Maybe 3 agi and 1 skill, +2 specialization, and maybe, just maybe a +1 from a wireless laser sight. 7dp, seems realistic for the situation.

Now, if you break into a Renraku blacksite and if the Red Samurai are not sporting 15 or so dice, then you start to wonder, "why do we fear these guys again?"

@Senko

I think I like the idea of hyperinflation for grunts. Not only at corporate elite tossing around more dice then the grunt one rating lower, but they're also sporting a number of other gear/magic/whatever to make it even more unfair. The haves are not the have-nots for a reason. As you move up in the world of Shadowrunning, things get exponentially harder, because as you climb the food chain the apex predators are going to try and keep you down.