Hi all,
I just wanted to share a simple (yet extremely versatile) second edition house rule that my groups and I love. We all like second edition but we felt that since many skills form first edition got cut, most characters became too generic. Meaning that almost all characters have the same skill set which makes them less unique, and most tests feel repetitive. On the other hand, those skills got removed for good reasons. So to still make the characters feel more unique and add some nice nuance to skill tests, we adopted a mechanic from another p&p game: Star Trek Adventures.
So instead of having fixed combinations of aptitudes with skills, you dynamically choose the aptitude that influences the current test the most. Here are some examples:
- Docking a shuttle: REF + Pilot:Spacecraft
- Piloting a shuttle of unknown human design: INT + Pilot:Spacecraft
- Planning a slingshot maneuver: COG + Pilot:Spacecraft
- Subtle intrusion: COG + Infosec
- Brute-force attack: INT + Infosec
- Initiating counter measures against an intruder: REF + Infosec
- Negotiating with an unknown entity: INT + Persuasion
- Defusing a bomb under gunfire: WIL + Hardware:Demolitions