This Skills thread raises a lot of interesting questions about how people want to play their Star Wars game. Once again, thank you to FFG for releasing this beta so all the fans can provide their feedback on the way they want to roleplay such a beloved IP.
Small skill lists can work perfectly well for some games, depending on the game you are running. Look at Apocalypse World or Marvel Heroic Roleplaying for examples of games that have just a few “skills” - neither calls them this, but they serve the same basic function. Yet, these skills are still very evocative and interesting. For an even more extreme example look at 3:16, which has just two skills (fighting and everything else). 3:16 is another awesome game.
On the other hand, you can look at the Dresden Files RPG and it has 25 skills, but these skills are very interesting and Dresden Files is a great game. Dresden Files is also an interesting example because it contains skills for Alertness and Investigation, which is similar to the discussion about Vigilance and Perception. (Personally I like the distinction between Vigilance and Perception.) It is important for the Dresden Files to have these skills, because a lot of the Dresden File gameplay is about two different things, investigating and fighting bad guys, and these two skills represent ways in which different characters are better or worse at those different things.
I don’t think there is a set number of skills below which a game is bad or a number above which the game is bad. It really depends on the game you are playing and the stories you are trying to tell with that game. If 30+ skills will help facilitate the stories you are trying to tell, go for it! If you only want 5 skills to tell a different type of game, do it. At the end of the day, if everyone is having a good time, the number of skills does not make much of a difference.
I agree with Inksplatt that differences in skills allow players to have differences in characters that can be important to the game. Larger skill lists have the potential to provide granularity in distinguishing the characters. However, a larger skill list is not automatically better. I think there is little reason to have two skills that do the exact same thing or to have one skill that overlaps with what three or four other skills are doing. (I’m not speaking about any specifics in Edge of the Empire , but just generally what to think about when constructing a skill list.) A smaller skill list is also not automatically better.
In Edge of the Empire , there is probably little reason to combine two of the currently outlined skills that do not overlap into one skill. If Edge of the Empire is a game about the rough edges of the Outer Rim, where nothing comes easy, and the characters have to pick and choose between their options without ever having it all, then the skills list should reflect this. There should not be skills that a player can pick that lets the character do what is covered by other skills. Such a list invalidates player choices and at the end of the day, makes the game less fun.
Good descriptions of the skills and what they are used for will help players choose skills that will assist them in the types of things they want their characters to be able to accomplish in the game. If it is clear what skill X does and what skill Y does, then players can confidently choose the skills that represent the things they want to do. However, if it is unclear, then a player may choose skill X only to learn later, that she wished she had chosen skill Y, but that there was no indication of that early on.
All this being said, this thread will be an enormous help to GMs out there. First, it helps clarify what skills do, which I think is a big part of the discussion. Second, it is hard to imagine a RPG book that could predict every possible instance a skill check might be necessary in a game–such a task is likely impossible. At the end of the day, GMs will still have to act as referees to determine what check is required in a lot of situations. Threads like this, that discuss what skills do and do not cover, will help GMs make those determinations for situations that are not otherwise covered in the book.
Another important thing to remember is something Jay Little said in another thread:
ynnen said:
Skill Training. In EotE, skill training provides an edge, rather than lack of training being punished. Lacking ranks in a skill does not impede a character to the point of not being worth the attempt -- the character just does not gain the benefit of upgrading dice. That is a subtle, but important, distinction.
An interesting point, that will be tested during the beta period. After playing the game during the beta, players and GMs may find many of their preconceived issues with the skill list not to be an issue at all. After all, almost every character can attempt almost any skill and default to their characteristic dice if nothing else. Further, with the Destiny Points, players can still upgrade dice in their dice pool even if they would not otherwise have the skill ranks to do so. Looking at the game as a whole and all the resources available to the players may alleviate some issues.