Showing posts with label skills. Show all posts
Showing posts with label skills. Show all posts

Tuesday, January 21, 2014

Looking for your feedback about skill advancement

I posted this over at Google+ earlier today, but didn't see any responses as of yet, but I'd sure love some advice. As I'm refining notes for Rad Astra classes I'm designing, I'm trying to allow PCs to advance at a nomimal, yet fair, pace. Meaning, I don't want them to get too powerful too quickly. So I posed the following question:

When crafting a new class and your working on your advancement table for skills do you:

A. Typically throw Level 1 characters a bone (+1 for a skill particular to their class)?

B. Tend to start them at zero and they get the +1 (or whatever bonus) when they hit Level 2?

C. Something else? (explain)

So the idea here is to give first level PCs something to shoot for right off the bat. Their skills aren't refined until they advance one level (e.g., they've used them at least once or they've paid to advance through some sort of training).
 
Here's an example of a skill set for Starbarian:
 
LevelPilot Ancient TechSurvivalWeapons SpecialistBeast WhispererStealth
1 Tendertoes+1+2+1d4+1+2
2 Furfang+1+1d4+1d4+1+2+1d4
3 Bonescratcher+2+1d4+d4+2+3+1d4
4 Battleaxe+3+1d4+1+1d4+3+1d4+1d4+1
5 Warrior at Arms+1d4+1+1d6+1d6+1d4+1+1d6
6 Doom Dealer+1d6+1d6+1d6+1+1d4+2+1d6
7 Moon Mauler+1d6+1+1d6+1+1d6+2+1d6+1d+1
8 Vanquisher of the Void+1d6+2+1d6+1+1d6+3+1d6+1+1d6+1
9 Guardian of the Galaxy+2d6+2d6+2d6+1d6+2+2d6
10 Champion of the Cosmos+2d6+1+2d6+1+2d6+1+1d8+2d6+1

Here's one way I could scale it back, by dropping bonuses a level or so, while still keeping most of the greater bonuses in the higher levels:
 
LevelPilot Ancient TechSurvivalWeapons SpecialistBeast WhispererStealth
1 Tendertoes-----
2 Furfang+1+2+1d4+1+1
3 Bonescratcher+2+1d4+1d4+1+2+2
4 Battleaxe+3+1d4+1+1d4+2+1d4+1d4
5 Warrior at Arms+1d4+1d4+2+1d6+1d4+1+1d4+1
6 Doom Dealer+1d4+1+1d6+1d6+1+1d4+2+1d6
7 Moon Mauler+1d6+1d6+1+1d6+2+1d6+11d+1
8 Vanquisher of the Void+1d6+1+1d6+1+1d6+3+1d6+1+1d6+1
9 Guardian of the Galaxy+1d6+2+2d6+2d6+1d6+2+2d6
10 Champion of the Cosmos+2d6+2d6+1+2d6+1+1d8+2d6+1


Anyone have experience with this approach? Something else?  

Wednesday, June 26, 2013

Galactic Outiftters Sale: Blank Dr0ids!


Well howdy partner! I see you've got some heapin' heavy cargo to carry there--why not give yourself a hand--or hydraulic claw--with these here off-market BLANK DROIDS! Customize your robot to suit your needs. Paint them any color you like--they don't care, they're made to serve you.

STEP RIGHT OVER HERE MY FRIEND...


Vintage collectible, not for sale.
A blank dr0id is a fully functional, robotic compadre who arrives to you in unformatted, as-is condition and with absolutely NO persona! That's right, you get to build 'em from the ground up. We have three different chassis to choose from complete with all the parts you need to get started.*

Yessiree, right here we have the top-of-the-line model with ALL the fixins...

iPal  by GRAN-E Zmith Industries (high-end model)

 

Looking for soulless minions to decimate your enemies or cuddly caretakers for your little ones? Take a gander at these bells and whistles...

STATS:
AC: 14
HP: 30
Move: 5, but servo upgrades at 100 cr can increase this to 8
Programs: 6 to start, see below for expansion capability.

Can take up to 20 programmable skills for 100 cr each. iPals learn on their own at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages is INCLUDED (doesn't require a program slot).

Self-powered through a patented Kinet-O-Drive that recharges internal batteries with every step. These babies never run down! The outer shell casing is devoid of any buttons because that would look ridiculous! Attentive, personally rewarding personalities develop from the moment of imprint.

SPECIAL FEATURES:
iPals are highly regarded among technophiles and high-falutin' members of society. They give their owners a Presence (PRE) or Charisma bonus of 1d6 when encountering these individuals and the droid is present.

Programming can be downloaded instantly, via wireless connection.

SUGGESTED MANUFACTURER PRICE: 3,500 cr / YOUR PRICE TODAY: 3,500 cr (Unfortantely, they're never on sale, but if you ask nicely we'll give you a knit body sock to keep bot cozy when not in use).

Lookin' to tinker some, but not lookin' for nuthin' fancy?

GATES Series 95 (mid-grade model)

 

If your looking for something a little more affordable, you'd be dumber than a Martian cactus to pass up this model. Probably the most widely used blank on the market. A good fit for anyone looking for making the most of their hard-earned space credits.

STATS:
AC: 12
HP: 20
Move: 5 (4 if stowage is full to capacity)
Programs: 4 to start, see below for expansion capability.

Can take up to 10 programmable skills for 100 cr each. 95s learn at the regular PC rate (see XP advancement in X-plorers manual). Translating alien languages requires using a program slot. Rarely acts up, but on occasion, you'll need to reboot (1 round) to get it going again. Needs to be recharged between missions. Personalities develop over multiple encounters and tend to be cantankerous.

SPECIAL FEATURES:
Speaking of "tanks", all 95s come with an internal storage compartment of 45 kilograms allowing for stowage of nearly any substance (solid, liquid, or gas). Radiation shielded for your protection, air holes not provided.

Programming can be downloaded via high-broadband connection instantly or for an extra 50 cr you can invest in a head-mounted, wireless connection that takes 1d4 rounds to process new updates.

SUGGESTED MANUFACTURER PRICE: 3,000 cr / YOUR PRICE TODAY: 2,700 cr with free 4GB flash drive!

What's that? You're really looking to economize? Well then, I have just what you need...

COMMODR0NE 6-D4 (low-end model)

 

The 6-D4s are really an incredible value! They're not the most sophisticated models, but....did we mention they're cheap? Sure, some folks call 'em "Bland" Dr0ids" and such* but they're reliable work horse-type system.

STATS: 
AC: 10
HP: 15
Move: 4
Programs: 0 to start, see below for expansion capability.

6-D4s braindrives are decidedly bare bones. Personalities tend to grow slowly, but given time it's sure to develop those quirks you've grown to love in members of your own awkward, immediate family. Requires an extra battery pack (50 cr) that lasts for 2d20 -5 rounds.

Voice chip not included, responds with electronic whorls and whoops. Also includes a "reasoning alarm signal" (red light on top) so you know when orders are being understood received.

SPECIAL FEATURES:
Skill programs are swapable care of these snazzy pre-programmed cartridges you just plug in the back of its skull bucket. Skills improve only with better program carts.
Emergency Medicine
 
Xenolinguistics

Not recommended.

You can only use at total of five at a time and sometimes you hafta blow on 'em to get 'em to seat properly (1d20 chance of Cart Mishap whenever a command is given; see below) but you can swap out skills in a snap! (No waiting for skills to upload, though you do need to do it manually).

Another great feature of the 6-D4s is that many of their limbs and other parts are standardized with regular household and shipboard items. So if you're missing something important, you can easily "upgrade" with whatever's in sight (e.g., Phillips head screwdrivers, coffee mugs, staple guns, office chair casters, etc.). No space duct tape needed!

SUGGESTED MANUFACTURER PRICE: 1,200 cr / YOUR PRICE TODAY: 600 cr OR TWO FOR 975 cr!!!

Cart Mishap Table (1d20)
  • 1-5: No mishap
  • 6-11: PC LOAD LETTER - Program shorts brain circuitry, Blank Dr0id shuts down completely for 1d4 rounds, reboot takes another 1d4 rounds
  • 12-16: OVERLOAD! Skill performed at twice efficiency (double "to hit") but bot then inoperable for following round
  • 17-18: Please wait....loading....loading.................loading..... (1d6 rounds)
  • 19: Cartridge becomes dislodged, glitch ensues and robot behaves erratically until problem is discovered
  • 20: Cartridge sparking causes it to permanently fuse into socket! This skill becomes basis for 'bots personality over time
*This is a lie. You have a 1d10 chance of missing something important for high-end and mid-grade kits. Low-end kits ALWAYS have something missing, roll on the first 1d6 below.
  • 1 - Ocular or auditory sensors (GM's choice)
  • 2 - Left or right forelimb (GM's choice)
  • 3 - Left or right locomotive limb (GM's choice)
  • 4 - Torso cowling
  • 5 - Head casing
  • 6 - Restraining bolt to keep bot from running off in 1d6 rounds, if bot is not recovered by end of game session, GM has the option to reclaim it as a homicidal assassin droid for future game, that now hunts former owner for poorly devised revenge scheme
  • 7-10 - No missing pieces (whew!) 
These items are provided in accordance with SSA.2436 guidelines regulating spacefaring settlement and defense. Programming unformatted robots with untested software may result in robot revolt, death, or void in warranty. Some robotic components may be refurbished, including positronic neural systems purchased from outer-rim prison worlds. Not all memory drives may have been 100% reformatted. Amalgamated Consumer Mercantile Exchange Company is indemnified in such cases at purchase signing. Attorneys for Amalgamated Consumer Mercantile Exchange Company highly recommens buyers purchase Lifetime Automaton Insurance Coverage to protect from robotic failure liability.

NOTE: This post assumes familiarity with X-plorers ruleset, but can be converted easily to other games.

Inspiration: This article and this episode of Futurama, iRobot, Venture Bros. and any home computer system from the 1980s or 90s.

Wednesday, June 19, 2013

New X-Plorers Class: Starship Gunner

That punk just beat my high score!
This article about space junk from (more than) a while back reminded me about a promise to post Gunner Class for X-plorers. This would be a multi-class option, with an AGL (agility) of 10 or higher required.  I'm not totally happy with the chart below, but the result should give gunners a distinct advantage in combat and in reeling in debris with a tractor beam. So here's a feeble first attempt at a write-up for up to 10 levels:

LEVEL | XP | RANK | TRACTOR BEAM | ARTILLERY
Level 1 | 2,500 | Carbon Kisser | 0 | +1
Level 2 | 5,000 | Photurd | 0 | +2
Level 3 | 10,000 | Laserbait | +1 |  +1d4
Level 4 | 20,000 | Phaserphile | +1 | +2d4
Level 5 | 40, 000 | Trigger Monkey | +2 | +1d6
Level 6 | XP | Blast Jockey | +3 | +1d6+1
Level 7 | XP | Hot Shot | +1d4+2 | +1d6+2
Level 8 | XP | Beamer | +1d6 | +2d6
Level 9 | XP | Marksman | +1d6+1 | +2d6+1
Level 10 | XP | Disintegrator | + 2d6 | +1d8+1

Advancement uses the Character Advancement Table in the X-plorers manual. Modifiers are "to hit" bonuses. Gunners can go by the above chart for any ol' spaceship-mounted energy weapon or as well as sub-specialize in a particular weapon. Gunners automatically earn an "Optimize/Repair Weapon" skill which gains an extra damage die on all attacks with that particular type of weapon (ion cannons, rail guns, phaser emitter) as long as it's in good working order.

Don't hate the PC, hate the game, yo!
Are you naturally talented?
(Natural Agility of 15 or higher.) You advance at half the listed XP rate. The rest of you, don't hate. Some people are just gifted, amirite?

"CONTINUE? INSERT COIN...4..3..2.."
These ain't wamp rats
There's hope though for gunners who want to practice their skills in a simulator. They can buy XP needed for twice what's listed, (e.g., It costs you 10,000 credits to go from Level 1 to 2). Referee reserves the right to invoke a restriction though that PCs must wait until the next game session to play at that new level.

So if you're bullseying wamp rats in your T-16 or just plopping quarters into your local arcade cabinet, you'll still build your skill--but it won't be like Beggar's Canyon back home--it's going to take time and money you wouldn't have to spend in actual combat.

Klaa definitely needs to pony-up some credits to improve his accuracy!

Tractor Beam as it's own skill?

Like this, but colored the Marvel Way!
Admittedly, this gunner thing is crude and I'd like to develop something that would do more justice to the difficulty of steering an object with what's essentially a gravity gun. In my mind, it's damn difficult. I'd previously thought I'd end up with something that would resemble an old TSR-inspired FASERIP chart, pitting difficulty (distance or movement of target, gravity well strength, etc. vs. the skill of the gunner). 

Some people might hate that, and while my preference is to keep it simple, in my mind it would be totally rad. So there.

Thoughts?

UPDATE: I made the "Optimize/Repair Weapon" skill automatic to the class.

Monday, April 8, 2013

Classes, skills, and a thought experiment...

YES, I'm still working on classes for the Rad Astra. It's taking longer than I expected because, well, I keep having "ideas" about stuff. And I put that word in quotes partly because it feels more like a curse that leads to me never finishing!

Hey, I'm only partially to blame. I mean, part of it is Matt's fault (from Land of Nod) for coming up with cool "ideas" that spread like a bad cold I can't shake. I'm sure what you're about to read has been considered (with more brain power than mine) by somebody before, but here's my thought process:

DIY Classes
I really like the idea of players making up their own "class" (using Matt's definition of just a way of categorizing skills, attributes, etc.). But then I thought--what if everyone was the same class to start out and then they grew their skills gradually (I'll get to that in a minute) and that eventually led them to a class/vocation.

So the steps would be:

STEP 1: Class: Adventurer - every PC is the same class and rolls up their attributes, 3d6, etc. etc.
STEP 2: Assign per your or your GM's preferences.
STEP 3: Pick skills based on attributes and then follow this handy chart for each attribute:
  • 9-12 pick one skill
  • 13-15 pick two skills
  • 16-18 pick three skills
STEP 4:  Start adventuring! Start earning XP and keep good records.

Now right about here is where the first idea I had starts to break down. I wanted to give players a chance to be more mindful of what skills they acquire--sort of like deciding you want to learn welding, even though you're a piano player. You WANT to learn a different skill despite what your natural talent might be. So the next step was going to be:

  • Gain 1 skill when you reach level 1 (oh, should clarify, everybody starts at level 0)
  • Gain 2 skills when you reach level 2
  • At level 3 - let's make it a Class! Can you categorize your skills? Great! Because by now I'd have made some funky chart that says you should be a space wizard if you have lots of intuition skills, or a space spy if you're really good at hacking computers and crawling through Jeffries tubes holding a sonic dagger between your teeth.

And if your skills are just too varied? No worries: "Professional Adventurer" it is! I'd cap it all off with some kooky rule like:

  • PCs who take up a class get XP discounts when they want to earn more skills, level up; or
  • Adventurers can keep accumulating skills, but they can never sub-specialize (so you can keep racking up skills--like say you take "Space Mechanic", but you can't get into being an expert in space bikes because you're supposed to be a jack-of-all-trades, blah, blah, B.S., B.S.)

But then, I had another IDEA. 
[Sigh.] Actually, something kinda' bugged me. I never liked the idea that classes just "had" skills. Like, when I went to college, I had to learn skills and eventually I adopted a vocation--but it didn't work the other way around. I didn't say "I'm a fireman!" And then, instantly, like in the Matrix--did I get knowledge of how to put out fires. (Yes, I'm aware that Neo never learned to put out fires.)

YES, I know not all games work like this. But rules light games, like X-plorers, tend to simplify things. So if you've got Slight-of-Hand as a skill, you're basically just "learning to get better" as you advance in your class (by levels). You get better by bonuses. It never really feels like you're achieving anything in the way of growing your vocation. Well, okay, that's a bit much--but your PC doesn't get to say she or he is refining those skills. Just racking up bonuses.

Essentially, XP = experience, but not really.  Not XP from practicing that skill.

WAIT. BACK UP. I HAVE AN IDEA.
Go back up to steps 1 and 2 up top. Then instead of step 3 --which now occurs during game play-- tell your GM you want to try to do something. Like, say hack an automatic door (pick a lock).

You roll, and you record your attempt as one.

Then (maybe immediately, maybe later), you try it again. You roll and record your attempt as the second try.

You are awarded XP for each attempt of the skill. The XP you gain from your attempts ends up purchasing you that skill.

Now to make this work, you'll need some things, like a list of skills and how much XP they cost. Also, it helps to have a GM who's willing to work with you on skills that may come up during game play.

In a recent game, our heroes rode a zipline over a 200 foot drop into an alien jungle. Now "riding a zipline" is pretty lame-o skill. But if a player asked to put the attempt towards, say--an Acrobatics skill--that would be worthwhile.

Okay, QUESTIONS:
So how much XP for which skills? Do certain skill types cost more than others? What about their rolls? Does rolling a 1 have an impact on skill cost or if you can purchase the skill? Does rolling a 20 mean you nailed it and you're a natural?

I came up with a 1-2-3 rule (again, in the interest of trying to keep things simple).

  • 1st Attempt = 25% XP
  • 2nd Attempt = 25% XP
  • 3rd Attempt = 50% XP

So in 3 tries, you'd have 100% of the XP you need to purchase that skill. Why 50% on the back end? Because, you've tried it twice before. And let's wrap this shit up already. You want the skill, you've tried it 3 times, it's yours.

What about training? Couldn't I take a lightsaber fencing class at the nearest psionic swamp academy to get better? YES!

In which case, the chart is reversed:

  • 1st Attempt = 50% XP, earned upon payment and attendance
  • 2nd Attempt = 25% XP, earned outside class 
  • 3rd Attempt = 25% XP, earned outside class

So 50% is yours, BOOM. Here's your diploma. You paid up front to take the course, you probably saw the syllabus, pestered the teacher before class. So you get 50% first. Yes, it seems like you could just buy your way to a skill. To which I'd reply--AND?

It's called college. If you've got $ you get to take a class. But real world experience still counts for something. BUT you've still got to earn the other two attempts in game play. You have my permission to say "Oh, I know this one--I totally learned this IN CLASS LAST WEEK," when you roll your attempt.

How much do skills cost?
Ha! See, that's what I'm wondering too. Seems like something like brain surgery should cost a lot. Whereas, riding a giant space lizard, maybe not as much? Yeah, still working out the details on that. "Wouldn't brain surgery require more attempts than just 3?!" Yeah, probably. "What about in a class--wouldn't it cost more to learn that skill?" Yeah, that too. See what I'm up against? I still like 1-2-3 attempts better, but not having a sliding-scale solution causes problems. Tune in next time on that one kids.

What does "getting" a skill get you?
Not sure yet. Maybe you still get bonuses? So when you level up, your effectiveness still increases. Once you adopt a class, the cost for skills gets cheaper and you can therefore afford to get more of them.

Let me just caution you--the answer to all of these questions is: I don't now yet. I'm sure someone has figured that out in some RPG, but for X-plorers I'll likely playtest al this jazz and see what works best. 

So what about those rolls?
Ah, see I DO have this one figured out. At least I think so. If you fail all 3 times, it doesn't matter. Because failure = you get the skill anyway. Why? Ask anyone who's ever tried anything and didn't give up. Eventually they figured it out by trial and error. Shouldn't you be awarded for succeeding? Sure, why not.

But I'm not going to write that rule. Not today.

Actually I already did a whole chart and everything. But it doesn't matter. You could use this:

  • 1 = no XP
  • 2-19 = XP per that attempt's award
  • 20 = full XP, no more attempts needed

But that's bogus, see. In life, (ha!) you can fail and learn by failing. You can also succeed--but that doesn't mean you nailed it. If anything, it was probably beginners' luck and you have no idea WHY you nailed it.

Real skill is refined through practice. Which is why the roll doesn't matter. I mean it does matter in the context of the game. Surely you'll be happier when you roll a natural 20 trying to blast an angry Klingon in the eye with a laser rifle (Sniper skill). That's great--the roll is still relevant.

But if it's your first attempt...well...you better keep practicing!

P.S. If none of this makes sense, just remember--most of these thoughts come to me late at night when I have only a tenuous grasp on consciousness. So pardon my sandman dust while rules are under construction!



Thursday, June 21, 2012

Soaking up the Jedi powers

THINK ABOUT IT:

How is The Force like the One Ring?

Vulcans, age 35
With mindbending, psionic Force-powers, purging emotion, and not thinking about girls for 900 years you can expect to...





...lose all sense of grammar and live in a swamp... 






Without discipline though...

You dig?



KEEP FOCUS KIDS.

Tuesday, March 15, 2011

NASA wants to blast space junk with lasers!

I'm not sure if this is a plot to an Atari 2600 video game or, like, my personal dream of shooting stuff in space with lasers come true, but a research team thinks they've solved the space junk problem. BLAST IT WITH LASERS!!!

PEW! PEW! PEW!
First, the problem: space junk is accumulating at an alarming rate. Beside the risk of falling debris, it's downright deadly for anyone operating/working in space, as well as potentially catastrophic for orbiting satellites.

Wired has some details:
Simply keeping new fragments from forming can make a big difference for orbital safety, Levit said. Because objects with more surface area feel more drag, the atmosphere pulls down the lightest, flattest fragments of space junk first. When big pieces of debris break up into smaller ones, the pieces become harder and harder to remove.

Worse, the pieces left behind are often the most dangerous: small, dense things like bolts.

“If one collides with a satellite or another piece of debris at the not-unreasonable relative velocity of, say 5,000 miles per second, it will blow it to smithereens,” Levit said.
Sounds completely logical, right? "So gentlemen, how do we propose to solve the alarmingly massive accumulation of orbital detritus problem?  BLAST IT WITH LASERS!!11!!"
In the new study, the researchers suggest focusing a mid-powered laser through a telescope to shine on pieces of orbital debris that look like they’re on a collision course. Each photon of laser light carries a tiny amount of momentum. Together, all the photons in the beam can nudge an object in space and slow it down by about 0.04 inches per second.

Shining the laser on bits of space litter for an hour or two a day should be enough to move the whole object by about 650 feet per day, the researchers show. That might not be enough to pull the object out of orbit altogether, but preliminary simulations suggest it could be enough to avoid more than half of all debris collisions.
That sounds reasonable to me! Where do I sign up to be a space junk blasting jockey?  (Oh, I'm so writing up a new skill-set for X-plorers!)

SERIOUSLY. The chances of any of us being an astronaut are 1,589, 292, 874 to 1, so we they might as well let us disintegrate detritus in low orbit.

WHO'S WITH ME?

Tuesday, May 25, 2010

Expanding Skills in X-plorers with Specializations

 Fear Agent's Heath Huston gains a +1 in giant wrenches under weapons specialization. No bonuses in fixing stuff though.

Sci-fi settings lend themselves to skill-based systems and I’d griped earlier about trying to keep things simple while I work up additional classes for X-plorers.

I really like the system that Jeff Rients proposed in the comments of my earlier post, which was to use skill specializations (rather than expanding the list of skills themselves). Star Wars, West End Games 2nd edition (hereafter referred to as WEG) has a good list of skills covering a wide array, so I thought that’d be a good place to start.

The Attribute scores in WEG are:
  • Dexterity
  • Knowledge
  • Mechanical
  • Perception
  • Strength
  • Technical
…for X-plorers:
  • Agility
  • Intelligence
  • Physique
  • Presence
Step 1: Figure Out How Skills Would Translate
Following is my first stab at skill specializations as they might fall within the X-plorers ruleset. If you’re aware of this already being done, let me know as I’d like to take compare. Most of this is best guess at this point, so I reserve the right to revise(!). I’ve already got some misgivings about a few, Droid Repair being one (see complete list).

Two items of note: in the current X-plorers rule book, no Physique skills are listed, but the description for Martial Arts mentions it. Weapons Specialty is another un-associated X-plorers skill that I matched with Dexterity in WEG—making it Agility related in X-plorers. I've uploaded a complete list for you to download (see the file box in the column at right), and since I'm no good at HTML tables, I made a graphic of some sample skills:
Let me just state for the record that I think many of these skills are redundant so they could be eliminated or at least grouped/named differently. This table is only a portion of the one I’m working on. The column(s) not seen here are what I’d do in my own setting (which is still in progress). I’ll also add a few skills here and there that I don’t see represented in either system.

Anyway, if you’re converting between WEG to X-Plorers or want to expand skills in X-plorers and need a place to start, I hope this comes in handy. Again, the file is available for download at right. Oh, and thanks to Albert over at Terminal Space for posting that great file widget, which works great!

Now hopefully I'll get to finish a "Step 2" which would have my preferred specializations.

UPDATE: see the downloadable skills conversion document on the side of the blog? That was the result of this little exercise. G'head--take it, it's free! 

Friday, April 30, 2010

Help! Are bigger skills systems required to make sci-fi RPGs viable?

Image: Spaceship Mechanic by the incomparable Jon Hrubesch! 

I’m working on a few other classes for X-plorers in addition to Space Pioneer and I’ve hit a snag.

I realized that for this particular techie class I’m working on, I need to include skills that aren’t already a part of the core rules. Now that’s not in and of itself a huge deal—I can make up a few skills. But then, X-plorers is really a “what if” experiment that hypothesizes what RPGs would have been like had Dave and Gary created a sci-fi game, rather than a fantasy-based one. The rule book’s forward states:
By today’s standards, this game may be considered “out-dated”. It doesn’t take into account modern technology, super computers, cyber-punk or the advances in modern cinema and special effects. It’s an attempt to envision a unique universe of science fiction through the eyes of someone living in 1974.
The game's rules are appropriately consistent with this goal and offer only a few beginning skills for four main classes: Scientist, Scout, Technician, and Soldier. In true OE form, the skills are basic and intended to cover a wide range of applications.

Do rules-light systems like X-plorers or OE D&D and its retro clones sufficiently support sci-fi settings where technology is highly specialized? In a futuristic (or modern) setting, skills become crucial for defining characters, moreso than in fantasy, I think.

Take for example the Mechanic skill for Technicians in X-plorers. Its primary requisite is Intelligence and states “This is the Tech’s chance to repair, undertand, and operate any type of mechanical device.”

The rules don’t say the Mechanic skill needs to be further specialized. Should they be?

Possibly.

West End Games 2nd edition of the Star Wars RPG had a wide array of skills under different ability scores—including at least a dozen for different types of repair (computer, ground vehicle, star fighter, walker, etc.). This makes a lot of sense because one might assume that someone who can repair something like a hover car/skimmer (the equivalent of an automobile) shouldn’t really be able to apply the same skill to a Star Destroyer’s hyperdrive (a naval battleship).

So when I come back to the X-plorers forward--which acknowledges a certain outdated-ness--I have to wonder if this is an inherent flaw. The rules should probably take in to account that even in the 70s, a master auto mechanic working on the latest model sports car still wouldn't be able to repair a satellite launched by NASA around the same time.

Better questions might be: how many and what type of skills are needed to give a sci-fi RPG “good enough” footing so players can customize without violating the rules-light principle sought in the game’s mission statement?

If a fix is needed, what’s the answer?
  • Add specialized skills to the existing ones balanced with an extra XP cost? (i.e., mechanics would spend more XP to learn how to fix something complicated like a star cruiser jump drive. 
  • Or maybe specialized skills should be limited to higher levels—imitating life in a sense that you spend time mastering the basics before you graduate to bigger/tougher challenges in your training.
In any case, I can't seem to move forward until I can reconcile these issues.

I’m almost wondering if I should convert what I’ve made over to a different system (SW WEG, Star Frontiers, Traveller, etc.). I guess I want to avoid having to write up new skills every time I create a new class.

Am I over thinking this? Is there a simple/elegant solution? Please share your thoughts!