From: pmwg1641@uxa.cso.uiuc.edu (Peter M. White)
Newsgroups: rec.games.frp.misc
Subject: SRUN: ramblings about the Skill Web
Keywords: shadowrun
Date: 28 Jul 92 01:39:45 GMT
Distribution: usa
Organization: University of Illinois at Urbana

I think that the Skill Web is an excellent way to handle skills.  I find
it extremely disturbing how, in other systems, a character will often
have literally zero skill at something that should not be impossibly difficult,
or some rather arbitrary ability at it.  The principle that skills really
form an interlocking network seems to be a fairly realistic approximation
of reality.  

Consider, for example, flying an airplane.  I have never been in a 
cockpit, but I am familiar enough with the physical principles of flight
that I do know many things to avoid that would help me crash.  So, I figure
that I have a much greater chance of successfully piloting if
my life depended on it than most schmos of a similar level of training,
i.e. a skill of zero in Vehicle: airplanes.

The implementation of the skill web is not, in my opinion, quite
conceptually correct.  This conclusion may be based more on 
personal ascetics than truth.  I would like to also add a disclaimer:
the method that I am about to advocate is totally impractical to
actually use, except with the aid of a computer.

What I am advocating as a conceptually better use of the skill web
is, instead of using only the specified skill or the closest one for
a skill test, to always use ALL skills and attributes.  What does this
mean?  Well, if I am shooting a gun I use my Firearms skill dice
at the target number.  Then I use my Heavy Weapons skill with a 
+2 target modifier.  Then I use Projectile Weapons and Throwing at +4.
Etc., etc.  Do this for every skill and attribute including such
silly ones as Intelligence and Psychology.  Now obviously many
skills will have immensely high target modifiers.  Also, notice
that this would require rolling some 40-80 dice for every skill test.
Worst still: one must keep track of how many dice at many different
target numbers.  Pretty ugly, huh?

What is my rationale?  That this closely simulates the real world.
When one attempts any task, one uses, to some extent, everything
that they know.  Having to choose only one skill to trace through
the web is not really quite right.  If one has a closely related
general skill, obviously success or failure will almost entirely
depend on it.  But where the choice of nearest skill is not clear
cut one will draw knowledge and ability drawn from many sources.

I would like to add a possible expansion of this idea.  I think
SR has a few problems about overemphasizing general skills.
I would make concentrations a step away from the general skill
and specializations one step away from concentrations, without
double counting.  Example: Sam has Firearms 5, SMGs 6, Heckler and
Koch 8.  He picks up a machine gun, but has no heavy weapon
skill.  He would get 5 dice at +2, 1 die at +4, and 2 dice at +6.
Plus the slew of other skills.


-Peter


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     "Guards!  Let me draw their fire!"		|	p-white@uiuc.edu
		   --Scapegoat,_Marshal Law_	|
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Newsgroups: rec.games.frp.misc