I find the skill too broad for my tastes.
This is what I was interested in hearing; if people who thought 4e skills were too broad also had problems with what I find to be similar systems. Do the broadness of these skills have an impact on your ability or desire to role-play (using any definition of RP you like)?
Actually, the general rule of thumb is every other session not twice a session.
Thanks for the correction. Makes more sense that way.
The GM is also encouraged to
a) change the skill list based upon the campaign they are running and
b) provide a bonus if the character narrows down a Knowledge Specialty if you are using broad skills (I believe the example was Knowledge: Science and giving the character a +2 bonus if they decide to narrow it to Biology)
Yeah, it's a +2 for narrowing a skill's focus. But nowhere do I see encouragement to radically increase the number of skills in the game, be it through a profusion of specialized knowledge skills, or otherwise. SW is a game with a relatively compact skill list where most skills are broadly useful. You're encouraged to customize, but under that established framework.
Yet they do add new skills based on the setting.
Out of curiosity, in which books? Aside from the core, I have Slipstream, the Fantasy Companion, the Super Power Companion, and Deadlands: Reloaded. Each of them add Edges, and other rules tweaks, but they do not add new skills to the game. I thought that was interesting decision, and took it to be an important part of the system's overall design.
The GM is encouraged to change the skills based on the setting. The way it is done
A. Rename an existing skill? Example, in the book, in a high tech game , Lockpicking becomes Security Systems with the default stat changed.
Right, but reskinning/redefining a skill is different. It's cost-neutral in terms of the build economy. It's not at all like adding more skills to the overall list (which makes each build point worth a little
less).
...a seasoned or Legendary character can still suck in a skill if they don't have a decent skill die or any die in the skill (default d4-2 and that -2 applies to your explodes). You may have bennies and exploding die, but that novice with a d6 or d8 is going to better. So, no, it is not the same as with 4e.
Are you saying 4e characters can't suck at certain skills because of the 1/2 level bonus? Remember, target numbers aren't static in 4e, and 4e PC's are meant to face challenges in a level-appropriate range. For example, we paused our 4e campaign at 14th level. At 14th level, the standard DC's are 15/21/29.
My charismatic paladin made his important Diplomacy checks at +26 (using an Encounter power).
His friend, the warden (with a CHA of 8) made all her Diplomacy checks at +8 (which is lower than the +9 my paladin had at 1st level).
He can't fail easy and moderate checks, and makes hard checks %80 of the time. She can fail each level, and can't make hard checks
at all. Doesn't she suck at diplomacy compared to him?
What's the difference I'm missing?