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)
ACTING | Con / Intimidation / Performance |
BIOTECH | Bodytech / Chemistry / Medicine |
CLOSE COMBAT | Melee Weapons / Thrown / Unarmed |
FIREARMS | Short Arms / Long Arms / Heavy Weapons |
ENGINEERING | Armorer / 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 eliminated | Specialty it now falls under |
Automatics | Any Firearms skill |
Diving | Swimming |
Forgery | Artisan |
Gunnery | Any Firearms skill |
Instruction | Leadership |
Free-fall | Gymnastics |
First Aid | Medicine |
All mechanic skills | Mechanic |
Impersonation | Performance |
Biotech | Bodytech |
Cybertech | Bodytech |
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.