by Stephen » Tue Jan 08, 2013 5:43 pm
Sounds like fun.
For starters, I recommend that skills be purchased using some kind of point system. The points would be based on level and Intelligence (reflecting the fact that characters with a higher intelligence are generally able to master more skills). For example, at each level the character gains 4 + Int Modifier (from column 1a) skill points to spend. The character cannot spend more than one point per level increase on the same skill.
In terms of skills, I would suggest a wide array. The advantage of this approach is that it gives players many more combinations, enabling them to really customize their characters. The disadvantage, as Wizardawn raises above, is that it makes the rules more complex. However there are precedents for complex skill systems in old-school RPGs, for example Top Secret. Here are some ideas to kick around:
Athletics skills (acrobatics, animal riding, climb, fall, jump, swim, throw, zero-g training)
Weapons skills (demolitions, heavy weapons, melee weapons-modern, melee weapons-primitive, ranged weapons-modern, ranged weapons-primitive)
Unarmed attack skills (brawl, various martial arts)
Survival skills (hunt, resist pain, track)
Manipulation skills (pick mechanical locks, pickpocket, sleight of hand)
Stealth skills (hide, sneak, shadow)
Vehicle operation skills (land, air, space)
Computer use skills (operation, programming, hacking)
Medical skills (first aid, forensics, medical knowledge, psychology, surgery, treatment)
Science skills (astronomy, biology/xenology, chemistry, genetics, physics, xenology)
Starship Operation skills (communications/sensors, defenses, engineering, navigation, weapons)
Technical skills (cryptography, forgery, invent, juryrig, repair, technical knowledge, xenotechnology)
Starship Command skills (command, diplomacy, first encounter, inspire)
Interaction skills (bargain, bluff, bribe, charm, intimidate, taunt)
Each skill would have an associated ability. One skill point would buy one rank in a skill. Characters with at least one rank are considered 'trained,' and resolve skill checks by rolling a d20 plus their base ability modifier (column 1a) plus their skill ranks, against a GM-determined DC that is based on the difficulty of the attempted task. Skills could be used untrained (although some skills cannot be used untrained, such as computer programming), where the bonus would be 1/2 the associated ability modifier (column 1a).