I still haven't had much chance to play under Genesys rules since the game was released, but I'll be GMing a magepunk sky-pirate setting beginning in February (after some false starts of other settings). Having a look at the skill list, I'm wondering how useful it really is to have differentiated skills for the following. I understand the rulebook definition of each, but I also keep hearing that players can usually make a good case for rolling a different skill than what the GM had in mind, so I'd like to hear some actual play observations.
- Cool and Discipline
- Charm and Negotiation
- Differentiated melee and ranged skills vs simply "Ranged" and "Melee". How often is it functionally useful to make them granular? I'm asking since it seems like your choice of weapons, particularly melee ones, will come down to how strong you are and whether or not you want the extra defense of a shield.
Asking the above a different way: how often do players typically put multiple points into two similar skills vs trying to make a case for using the one they've trained? It seems like this would be especially true for similarly skills like the first two pairs above.
In the case of combat skills, it seems like having the differentiation really only comes down to being able to punish the PCs if they don't have the right weapon type at hand. What I like about a simple "Melee" and "Range" skill is each one is more about the wielder than the item wielded, and their overall combat knowledge.