This is part 4 in a series of posts about an RPG system that uses D&D 4E mechanics for a giant robot system.
D&D 4E simplified the skill list dramatically. Let’s look at each one, and figure out which ones can be transferred to a giant robot combat universe directly, which will need to be tweaked, which must be dropped, and what we must add.
- Acrobatics – OK
- Arcana – Not a fit. Mecha characters rarely tap into mystical energies, but they do often tap into computer systems. So let’s replace this with Hacking.
- Athletics – OK
- Bluff – OK
- Diplomacy – OK
- Dungeoneering – Nope. Let’s replace this with something like Cosmonautics — knowledge of technology and engineering used in outer space.
- Endurance – OK
- Heal – OK
- History – Keep it, though it’s likely less useful.
- Insight – OK
- Intimidate – OK
- Nature – Keep it, but expand it to include knowledge of space habitats and such.
- Perception – OK
- Religion – Nope (remember, it’s SF, so we’re all rationalists in the future). But if Religion tracks a character’s knowledge of religion, how about a skill that tracks knowledge of mecha systems? Let’s say Nerdiness, in honor of that blonde military otaku in Full Metal Panic!
- Stealth – OK
- Streetwise – OK
- Thievery – OK
I’d also add Martial Arts to this list — the ability to defend oneself in unarmed combat.
In terms of feats, it’d be a waste of time and space to list every single feat that won’t apply to a mecha universe. But let’s identify a few feats that’d be particularly useful:
- Massive Machinery Operation — The ability to pilot and operate spaceships, doomsday weapons, etc.
- Mecha Intuition — You can learn to pilot an unfamiliar mecha with surprising speed (halve the negative penalties on attack rolls when piloting an unfamiliar mecha).