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<blockquote data-quote="AbdulAlhazred" data-source="post: 5407647" data-attributes="member: 82106"><p>I agree that the generalized skill system is very nice. I think replacing Arcana with Science and Religion with Mechanics about does it. I agree with the Science! concept, don't parse it up too small. There are some genre though where things like the distinction between a Pilot and a Computer Hacker can be important, so just a general technology use skill (which is what I would envisage Mechanics as basically) might not be distinctive enough. That would be where knowledges could come in. They could be class based.</p><p></p><p>Personally I think the 4e roles are too combat focused for most modern genres. They are a fine thing, but you'll find that in most modern/futuristic games non-combat stuff takes a bigger role and has more depth to it. At the same time once you get into modern firearm type weapons combat itself doesn't easily fit in the same pattern that 4e has. It really doesn't make much sense to have 2 guys with fully automatic weapons and one 'defends' and the other 'strikes'. It just doesn't really match up with existing character archetypes very well. I can see it when it comes to melee combat, but maybe instead of roles there are professions. They can be quite generalized, so you have basically Military, Academic, Professional, Law Enforcement, Engineering, etc. Those would be somewhere halfway between a 4e class and a 4e role. Now your overlapping 'specialty' can come in. One guy is a Helicopter Pilot, another guy is a Computer Hacker, etc. You could then pretty easily pick up different specialties at whichever levels, and also possibly change profession. This way you can have say "Military Helicopter Pilot" or "Professional Noble" etc. Actually starts to get pretty close to what was going on in Traveler, lol.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5407647, member: 82106"] I agree that the generalized skill system is very nice. I think replacing Arcana with Science and Religion with Mechanics about does it. I agree with the Science! concept, don't parse it up too small. There are some genre though where things like the distinction between a Pilot and a Computer Hacker can be important, so just a general technology use skill (which is what I would envisage Mechanics as basically) might not be distinctive enough. That would be where knowledges could come in. They could be class based. Personally I think the 4e roles are too combat focused for most modern genres. They are a fine thing, but you'll find that in most modern/futuristic games non-combat stuff takes a bigger role and has more depth to it. At the same time once you get into modern firearm type weapons combat itself doesn't easily fit in the same pattern that 4e has. It really doesn't make much sense to have 2 guys with fully automatic weapons and one 'defends' and the other 'strikes'. It just doesn't really match up with existing character archetypes very well. I can see it when it comes to melee combat, but maybe instead of roles there are professions. They can be quite generalized, so you have basically Military, Academic, Professional, Law Enforcement, Engineering, etc. Those would be somewhere halfway between a 4e class and a 4e role. Now your overlapping 'specialty' can come in. One guy is a Helicopter Pilot, another guy is a Computer Hacker, etc. You could then pretty easily pick up different specialties at whichever levels, and also possibly change profession. This way you can have say "Military Helicopter Pilot" or "Professional Noble" etc. Actually starts to get pretty close to what was going on in Traveler, lol. [/QUOTE]
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