Too Many Skills?
I'm having problems, and hoping people could help.
I ran a session today where the crew were investigating an abandoned space station from a long dead race (The T'kon, from TNG season 1, for reference)
Now, this meant their were a lot of rolls made to get information - mainly from ship sensors and tricorders.
Basically, looking at the skill list, I was somewhat overwhelmed at the list of skills that _could_ be used:
Systems Op (Sensors) - For general tricorder and shipbaord senors
Any of the science skills - for various scans (life signs, etc...)
I'm wondering how these differ - should they give the same information - i.e. are they just different ways of doing the same thing? (e.g. Shipboard Systems(Sensors) to scan with a tricorder -As it implies in the SOM - giving the same as the Life Sciences roll with a tricorder)
And if not, which one is used?
In addition to this, how does investigate fit in?
The contary I'm in is that sometimes I'm not sure which skill test I should be calling for.
Also, if all these skills get the same info - why am I (As the GM) asking the players to collect a bunch of useless skills? I gather that it's the intention of the system, given the basic packages give you all these different skills and the example characters in the NG have them.
On a related note - why does a Engineer Officer need repair? Surely he can accomplise all he needs with the relevent Engineering?
Basically, It looks like (Too my mind) that the system has too many skills that overlap too much, and I'm tempted to compress some of the skills to make it easier on the players- who are getting a little confused at this point.
Hope that made sense - and hope soemone can help.
Mark,
'Wish I could Help you....Wish I could tell you,
That I am real, I'm not something you invented,
That I'm not everything you want me to be.'
'And I am...Ageless. And I am....Invincible.'