Almagest wrote:Jounichi wrote:But in a setting which places an emphasis on weird science? You specifically need two scientific knowledge skills to qualify for Gadgeteer. Now, if you wanted to use the skill specialization setting rule found on page 95 of SWD:EE to sort of shortcut that at your game table that's your business. Unless I'm misreading this, you're saying a d8 in a single knowledge skill would let me be proficient in latin, chemistry, and accounting. That just doesn't sit right.
I agree that depends on the type of game you want to run. The rule intention really is to allow your character to be proficient in chemistry, accounting and Rome history (I would leave Latin to the multiple languages setting rules) without it costing more than a warrior would pay to learn "Fighting".
Weird Science I would keep as an arcane background skill, separate.
But why? For what purpose do you want a person to be able to specialize in such a weird array of knowledge skill? Each rule needs a purpose and should add something meaningful. It shouldn't just be "because I want to."
Weird science is an arcane skill so naturally, it's going to remain distinct. My point is if a weird scientist wanted Gadgeteer would you still require two separate skills at d6 or better, or would you allow them to circumvent that with a single knowledge skill at d6 with two scientific specializations? What about Scholar? What about using a specific knowledge skill to generate income?Being knowledgeable in chemistry and Roman history doesn't help me balance a ledger.
So, why a single skill instead of a menagerie of skills at d4? There's a difference between representing how wide your knowledge base is and how knowledgeable you actually are about specific topics.