Fudge RPG - Skill Group Design Dilemma

Important! This is an archived mailing list. Subscription information included in any messages is no longer current. Over the years, addresses and websites have changed. Follow offsite links at your own risk.


From: JohnRudd

Date: Sat, 08 Nov 2003 08:20:56 GMT

Subject: Skill Group Design Dilemma


So, in Glue I have a skill group, Technical Skills, that is meant to 
cover modern science/technology type skills (electricians, computers, 
medicine, engineering), as well as archaic skills that are also 
technical (device skills like lock picking, materials skills 
(smithing)).  It's a skill group that would be important to 
blacksmiths, technicians, hackers, doctors, veterinarians, and 
cat-burglars/safe-crackers and those types of thief.

Also, all of my skill groups other than Secondary skills have 6 skills.

Right now, Technical Skills has:

Electronics (electrical systems and computer hardware)
Materials (identifying, fabricating, working materials)
Mechanics (mechanical systems and devices)
Medicine (working with and maintaining all types of biological systems)
Software (all types of software use, writing, etc.)
Structures (structural engineering, architecture, construction, 
destruction, finding hollow spots in a building's layout, etc.)

and "Craft" is currently a secondary skill.

I'm sort of thinking of moving Craft under Technical skills (because 
most of the Craft specializations I can think of could also be covered 
by Materials: wood working, leather working, smithing, etc.).

I'm partly thinking about merging Structures and Mechanics into 
something, but it needs to reflect both mechanical devices and 
engineering.  I'm not sure if "Mechanics" is still the right title for 
that, or not.  Then I'd merge Craft and Materials, but I don't have a 
name for that yet.

That'd leave something like:

Craft/Materials
Electronics
Engineering/Mechanics
Medicine
Software

Except that that's no longer 6 skills.  I'm trying to think of what 
else goes there ... or if I should just have one of my skill groups 
come up short (I kind of liked the symmetry of all of my skill groups 
having 6 skills).  I'm sort of wondering about moving Planetology to 
the Technical group, except that that's more of a natural science than 
an applied science.

And then there's the question of where Trapping goes ... secondary 
skill, or part of Engineering/Mechanics? (where trapping is literally 
about working with traps, and not hunting)
-- -----------------------------------------------------------
The Fudge List FAQ is at http://fudge.phoenyx.net/listfaq.html
       ** Don't start deliberately off-topic threads. ** 

SequenceFirst LineUsernameDate
0

So, in Glue I have a skill group, Technical Skills, that is meant to cover modern sciencetechnology type skills (electricians, computers, medicine, engineering), as well as archaic skills that are also technical (device skills like lock picking,

JohnRudd 2003-11-08 08:20:56