daddystabz wrote:How about we keep the 4 skills as-is in the current game and tack on our own skills on top of it. I am thinking of using the same skills as found in Far Trek.
I think that's a sound approach.
A roleplaying game is basically a model of reality. Some models come closer than others, so it comes down to style of play. One approach is to have a single skill ("Combat") that aggregates a wide variety of tasks; another is to have separate, specific skills ("Combat - Melee," "Combat - Ranged," "Combat - Martial Arts") or even more specific ("Combat - Beam Pistol," "Combat - Electrostun Gun," "Combat - Jujitsu," "Combat - Tae Kwon Do," etc.). The former has the advantage of being simpler, whereas the latter is a bit more realistic and affords greater opportunities for customization.
My personal preference is somewhere in the middle. I think there are a core set of skills that crop up in most RPGs that tend to cover most activities, without getting so specific as to be unwieldy. Specific to your list:
daddystabz wrote:Armed Melee (Covered already by Combat skill?)
Marksmanship (Covered already by Combat skill?)
Unarmed Melee (Covered already by Combat skill?)
Yep, although I would probably split "Unarmed Melee" into "Brawl" and "Martial Arts" and give them separate costs and damage rolls. I would also add some special alternate effects to "Martial Arts," such as you can opt to do no damage, in exchange for throwing the opponent or knocking the opponent prone.
daddystabz wrote:Arts
Knowledge
Language
Streetwise
Planetary Science
Physical Sciences
Medical Sciences
Space Sciences
Life Sciences
I think there should be a "Knowledge" skill with separate sub-skills, such as "Knowledge - Arts" or "Knowledge - Streetwise." I think this should be pretty open-ended, so that a character could have knowledge of pretty much whatever he/she likes and the GM approves (e.g. "Knowledge - Tauran Lore," "Knowledge - Chemistry," or "Knowledge - Cooking").
daddystabz wrote:Driving
Piloting
I think there should be a "Piloting" skill with separate sub-skills, such as "Piloting - Land Vehicle," "Piloting - Air Vehicle," "Piloting - Water Vehicle," "Piloting - Space Vehicle." Alternatively, you could argue that one learns to pilot classes of vehicles, such as "Piloting - Cessna," "Piloting - Learjet," but I think that gets into too much detail.
daddystabz wrote:Starship Combat
Starship Navigation
Starship Engineering
Communications
I think there should be separate "Starship Operations" skills for Communications/Sensors (which I think should be the same skill, which is more like TNG/Worf than TOS/Uhura), Defenses, Engineering, Navigation, and Weapons. These skills cannot be used untrained, and the use of each provide bonuses during starship combat scenes (e.g. a successful Communications/Sensors roll jams enemy sensors, providing a bonus to defense for that round).
daddystabz wrote:Diplomacy
Leadership
Small Unit Tactics
I like having a Leadership skill, the us of which would provide bonuses both to regular combat and starship combat (e.g. a successful Leadership roll provides all subsequent ally rolls that round with a bonus). This would take the place of a "Small Unit Tactics" skill.
daddystabz wrote:Athletics
Subterfuge
Survival
Yes to "Athletics" and "Survival." Athletics should cover things like jumping, falling, climbing, swimming, and zero-G maneuvering. Not sure what "Subterfuge" would give you.
daddystabz wrote:Engineering
I think there should be an "Invention/Repair" skill (which could be one skill or two separate skills).
Things that appear to be missing:
[*]Manipulation skills (pick mechanical locks, pickpocket, sleight of hand)
[*]Stealth skills (hide, sneak, shadow)
[*]Computer use skills (operation, programming, hacking)
[*]Medical skills (first aid, forensics, medical knowledge, psychology, surgery, treatment)
[*]Interaction skills (bargain, bluff, bribe, charm, intimidate, taunt)