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Skills: Mapping [5e] to [6e]

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prophet42

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« on: <08-24-19/2239:59> »
Has someone already made a comparison of how the skills in 5e map into the 6e 'verse?

Would hate to recreate the wheel, as it were.
If its not fun, then why are you doing it?

Michael Chandra

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« Reply #1 on: <08-25-19/0454:56> »
I know there's a conversion guide underway for SRM.
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Xenon

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« Reply #2 on: <08-25-19/0516:16> »
Was one of the fist things I mapped out. Some of them are less intuitive than others and required some discussion (Artisan, Forgery, Armorer, Animal Handling, Heavy Weapons) and I feel there are still some wiggle room there (Heavy Weapons such as machine guns and auto cannons might be Firearms rather than Exotic and Artisan might be Engineering rather than Con, for example and you can possible also make an argument that forgery when used to create electronic devices such as fake credsticks would use Electronics rather than Con...) while others required some digging before I found a reference (such as Chemistry) and then you have skills that have been deliberately taken out (Binding... also Arcane?).

SR5 Agility linked Skills:
Archery = Athletics
Automatics = Firearms
Blades = Close Combat
Clubs = Close Combat
Escape Artist = Athletics
Exotic Melee = Exotic Weapons (whips)
Exotic Ranged = Exotic Weapons (grenade/missile launchers, lasers, flamethrowers, squirt, dart...)
Gunnery = Engineering
Gymnastics = Athletics
Heavy Weapons = Exotic Weapons? Firearms?
Locksmith = Engineering
Longarms = Firearms
Palming = Stealth
Pistols = Firearms
Sneaking = Stealth
Throwing Weapons = Athletics
Unarmed Combat = Close Combat

SR5 Body linked Skills:
Diving = Athletics
Free Fall = Athletics

SR5 Reaction linked Skills:
Pilot Aerospace = Piloting
Pilot Aircraft = Piloting
Pilot Walker = Piloting
Pilot Exotic Vehicle = Piloting
Pilot Ground Craft = Piloting
Pilot Watercraft = Piloting

SR5 Strength linked Skills:
Running = Athletics
Swimming = Athletics

SR5 Charisma linked Skills:
Animal Handling = Influence
Con = Con
Etiquette = Influence
Impersonation = Con
Instruction = Influence
Intimidation = Influence
Leadership = Influence
Negotiation = Influence
Performance = Con

SR5 Intuition linked Skills:
Artisan = Con?
Assensing = Astral
Disguise = Con
Navigation = Outdoors
Perception = Perception
Tracking = Outdoors

SR5 Logic linked Skills:
Aeronautics Mechanics = Engineering
Arcane = Astral?
Armorer = Engineering
Automotive Mechanic = Engineering
Biotechnology = Biotech
Chemistry = Biotech
Computer = Electronics
Cybertechnology = Biotech
Cybercombat = Cracking
Demolitions = Engineering
Electronic Warfare = Cracking
First Aid = Biotech
Industrial Mechanics = Engineering
Hacking = Cracking
Hardware = Electronics
Medicine = Biotech
Nautical Mechanics = Engineering
Software = Electronics
Forgery = Con?

SR5 Willpower linked Skills:
Astral Combat = Astral
Survival = Outdoors

SR5 Magic linked Skills:
Alchemy = Enchanting
Artificing = Enchanting
Banishing = Conjuring
Binding = ?
Counterspelling = Sorcery
Disenchanting = Enchanting
Ritual Spellcasting = Sorcery
Spellcasting = Sorcery
Summoning = Conjuring

SR5 Resonance linked Skills:
Compiling = Tasking
Decompiling = Tasking
Registering = Tasking



Grouped by SR6 skills:

Athletics
Archery, Escape Artist, Gymnastics, Throwing Weapons, Diving, Free Fall, Running, Swimming

Biotech*
Biotechnology, Chemistry, Cybertechnology, First Aid, Medicine

Close Combat
Blades, Clubs, Unarmed Combat

Con (Acting, Disguise, Impersonation, Performance)
Con, Impersonation, Performance, Artisan, Disguise, Forgery

Cracking*
Cybercombat, Electronic Warfare, Hacking

Electronic (no longer used for repairing matrix damage!)
Computer, Hardware, Software

Engineering (also used for locksmith, demolitions, repairing matrix damage and gunnery)
Gunnery, Locksmith, Aeronautics Mechanic, Armorer, Automotive Mechanic, Demolitions, Industrial Mechanic, Nautical Mechanic

Exotic Weapons*
Must pick specialization, once per weapon, and can pick specialization several times.

Firearms (Automatics, Longarms, Pistols, Rifles, Shotguns)
Automatics, Longarms, Pistols

Influence
Animal Handling, Etiquette, Instruction, Intimidation, Leadership, Negotiation

Outdoors (Navigation, Survival, Tracking, by environment (Woods, Desert, Urban Areas, etc.))
Navigation, Survival, Tracking

Perception (Visual, Aural, Tactile, by Environment (Woods, Desert, Urban, etc.))
Perception

Piloting (specializations are now just Ground Craft, Aircraft, Watercraft)
Aerospace, Aircraft, Walker, Exotic, Ground craft, Watercraft

Stealth (also mentions disguise which will be renamed to camouflage)
Palming, Sneaking

Astral* (Astral Combat, Astral Signatures, Emotional States, Spirit Types)
Assensing, Arcane?, Astral Combat

Conjuring* (no longer include Binding!)
Banishing, Summoning

Enchanting*
Alchemy, Artificing, Disenchanting

Tasking*
Compiling, Decompiling, Registering
« Last Edit: <08-25-19/0556:32> by Xenon »

prophet42

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« Reply #3 on: <08-25-19/1352:30> »
Thanks - pretty much the info I was seeking.
If its not fun, then why are you doing it?

Shinobi Killfist

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« Reply #4 on: <08-25-19/1500:40> »
I don’t think I like this.

Like for firearms I guess it works.  But I don’t necessarily see my archer as a gymnast or gymnast as a archer the one that really grates on me if I want something like artisan for story reasons I don’t want to pick up all of con. Yeah you can expertises and specialize but all I want is artisan which isn’t a 5 point per rank skill.

Maybe in play it works but I see a lot of issues with this when you want just one subset of a skill but not the rest of it. 

penllawen

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« Reply #5 on: <08-25-19/1503:18> »
Take Artisan out of Con (I'd suggest it's not a major skill anyway, so this isn't a big deal) and make it like Exotic Weapons ie. requiring a specialisation?

Shinobi Killfist

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« Reply #6 on: <08-25-19/2234:02> »
Take Artisan out of Con (I'd suggest it's not a major skill anyway, so this isn't a big deal) and make it like Exotic Weapons ie. requiring a specialisation?

Well if no future is a guide what they did is make it sort of a specialization of con, at least for music.  Part of that is weird as to me performance maps better under influence, but oh well.  Anyway the threshold to make a composition was con test 6, 4 if you had the composition specialty. I kind of dig the idea behind that, things that don't really map you can force it with a inappropriate skill but with the right specialty reduce the difficulty to a manageable level.

That being said, I'd of made artisan a knowledge skill and it would depend on what you are doing art wise most I guess wouldn't require a check but if you are going for something exceptional use a skill that fits the art. Like you want to stylize your cars that should be engineering, custom gun look, engineering again since I guess that's where armorer fell, digital art cracking/electronic/compiling all might fit photography and painting maybe perception would fit the best, you want your preparation to be a work of art enchanting, once spell design is in maybe astral for your spells to have a really neat astral signature, cooking, baking might fall under biotech, or outdoors, heck with the no future books magically cooking show maybe enchanting could fudge it in if you are magically active so your food is magically delicious. Give some leeway allowing any skill that a player has that at least sort of fits.

But that is just Artisan which I personally liked as a skill but is just a example of the issue I have.  Like a lot of people get trained literally just in first aid, they wouldn't have the slightest idea how to do surgery, or implant cyberware, now yeah maybe they can swing a build with a 1 or 2 biotech and specializations, but maybe that doesn't really feel right to the player.  athletics, that covers everything almost physical I can see someone who wanted t maybe be a diver but didn't really want the full package at 5 points a rank.

Some skills it probably works for like firearms, even if you exclusively use automatics, I'm pretty sure you've trained in other guns at least a little. And for others depending on the focus it might work for additional skills.  Like I said someone might exclusively train in first aid so the idea of them implanting cyberware doesn't fit their character but they are paying for it in karma or points, but the idea of someone training to be a doctor and not having any first aid skills is a stretch so if overall medicine was your concept having all the skills seems to fit.

I don't think this breaks the game or anything but I think one of the things people liked about shadowrun was the amount of detail you could get into a build. This kind of brushes detail out. 

Hephaestus

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« Reply #7 on: <08-26-19/1400:58> »
I don’t think I like this.

Like for firearms I guess it works.  But I don’t necessarily see my archer as a gymnast or gymnast as a archer the one that really grates on me if I want something like artisan for story reasons I don’t want to pick up all of con. Yeah you can expertises and specialize but all I want is artisan which isn’t a 5 point per rank skill.

Maybe in play it works but I see a lot of issues with this when you want just one subset of a skill but not the rest of it.

My favorite is that Exotic Weapons requires a specialization for each weapon (or weapon type, depending on the GM), and covers both melee and ranged weapons. So instead of needing to rank up with each weapon, dump a few ranks into EW at chargen, then spend 5 karma a piece for each Exotic Weapon of Choice (or EWoC) for a slew of super powered weapons that all get +2 to the dice pool from specializations. AND its the only skill where you can take more than one specialization, because you are required to in order to use different EWoCs!

Xenon

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« Reply #8 on: <08-27-19/0826:55> »
Cooking, painting and sculpting etc are not important enough to warrant individual skills (Shadowrun is not about baking cakes or knitting). Nor is Artisan important enough to warrant a skill of its own (its far from as important as firearms, piloting or perception), while grouping it together with Con might be taking it a step too far it also works (knitting or baking etc never came up in any of my games anyway).

I guess that you could house rule Artisan like mandatory specializations (like sculpting, baking, painting) for the Con skill (rather than Artisan). Like Con (Baking+2) or Con(Jewelcraft+2)

Michael Chandra

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« Reply #9 on: <08-27-19/0840:15> »
Houserule: 'Subskills are treated like Exotic Skills: They require a specialization of their parent skill to perform, which is exempted from the limit of 1 specialization per skill and cannot be turned into an expertise.'
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Shinobi Killfist

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« Reply #10 on: <08-27-19/0843:43> »
Background skills come up in my games and tying them all to con just doesn’t work for me. Painting in particular came up often as our alchemist was a street artist who tagged locations with alchemical preparations. With how bad alchemy is in this edition that character won’t make the transition to 6e but we were ending the Chicago campaign anyways.

Knowledge skills should have encompassed this, and should have been ranked like languages. Can’t remember the edition maybe 3rd but they had background skills to cover things that aren’t skills that really help on a run but are still valuable to flesh out your character.

Hephaestus

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« Reply #11 on: <08-27-19/1353:22> »
Knowledge skills should have encompassed this, and should have been ranked like languages. Can’t remember the edition maybe 3rd but they had background skills to cover things that aren’t skills that really help on a run but are still valuable to flesh out your character.

I agree that they should have been ranked the same as language skills. To give it more flavor, the third tier would need a specialization, and the equivalent of native level (Savant, maybe?) would require a further expertise.

But I don't think they should be lumped in with knowledge skills. A character knowing a lot about art may be able to tell you everything about a famous painting, but that does not mean they can paint to that same level.

steelybran

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« Reply #12 on: <08-27-19/1419:54> »
Is Leadership really a thing you can do anymore then?

penllawen

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« Reply #13 on: <08-27-19/1422:43> »
Is Leadership really a thing you can do anymore then?
Third post in this thread says it is mapped to Influence in 6e:
Quote
Instruction = Influence
Intimidation = Influence
Leadership = Influence
Negotiation = Influence

steelybran

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« Reply #14 on: <08-27-19/1604:55> »
Yes, but it doesn't actually DO anything in the rules.
Nothing in the 6E rule book defines what Leadership DOES, just that it exists.