Akratus said:
Perhaps A unified skill for aim would be better. Then the handling could also be improved with stats. Str for weight and such. With individual weapon skills incorporated into repair for maintenance and ammo manufacturing.
I really wish there were subskills in rpg's. Individual weapon maintenance under repair. Individual weapon types under weapon skills. I mean, If you were a legendary survivalist you wouldn't also automatically become a chef cook, now would you?
Subskills could synergize with every other rpg system. They'd make up the progress of the main skill, and add so many things.
So by subskills, you mean basically for example:
For the skill;
Small Guns:
+ Maintenance/Repair
+ Handling/Aiming
However, this is what I would do:
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Primary Skill Set
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1) Strength/Endurance (Is there a word that combines these)
2) Intelligence
3) Agility
4) Perception
5) Luck
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Secondary Skill Set
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1) Weapons
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+ Guns (All Conventional Firearms)
+ Energy Weapons ( All Energy Weapons)
+ Melee Weapons (All Melee Weapons)
+ Unarmed (Unarmed Attacks/Weapons)
+ Explosives (Use of Explosives)
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2) Stealth
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+ Sneak (Move Without Being Noticed)
+ Lockpick (Self-Explanatory)
+ Steal (Pickpocket)
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3) Speech?
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+ Speech (Knowledge of Persuasion)
+ Barter (Selling/Buying)
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4) Science
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+ Mechanics ( Machinery and Computers)
+ Medicine (Skill In Medical Practices)
+ Chemistry (Knowledge of Chemistry)
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5) Survival
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+ Repair (Repair Weapons and Armor)
+ Creation? (Creating Ammo, Weapons, Chems, and other Concoctions)
+ Outdoorsman (Cooking, Basic First Aid, Basic Survival Knowledge)
NOTE: The Outdoorsman subskill, in addition to being able to create foods and basic materials, and heal yourself with the basic first aid, the subskill also adds a bonus to resisting starvation, dehydration, and sleep deprivation.
NOTE: The Creation subskill (couldn't think of a better name) also depends on your other subskill levels. This is the way it works. There is a basic "Creation Skill Level" requirement for each item to create. However, there are also secondary requirements depending on other subskills. For example, creating a Stimpak might require a Creation skill of 30, a Medicine skill of 50, and an Outdoorsman skill of 20.