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Old 07-22-2021, 09:19 PM   #20
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Bang Skills

Quote:
Originally Posted by Kromm View Post
Also, Medic! is far broader than just "Physician and some stuff that defaults to it." In the rules as written, it covers fully general Bioengineering, Biology (Biochemistry), Diagnosis, Electronics Operation (Medical and Scientific), Esoteric Medicine, Expert Skill (Epidemiology), Hazardous Materials (Biological), First Aid, Hypnotism, Physician, Physiology, Psychology, Surgery, and Veterinary; Administration, Diplomacy, and Law (Criminal) when dealing with medical personnel, institutions, and legal cases; Chemistry, Herb Lore, Naturalist, Pharmacy, and Poisons when dealing with drugs or toxins; Computer Operation for medical systems; Current Affairs (Science & Technology) and Research for medical research; and Forensics for autopsies.
On one hand, point taken. But on the other hand, that seems to work against the intent of having ! skills be a way of simplifying a character concept. It has 15 standard skills listed as fully covered, and a dozen conditional skills. That's a lot! Asking the player and the GM to consult such a list doesn't seem to be reducing the cognitive burden from that of playing or running a realistic medico who has a significant number of those skills, plus various defaults; if anything it increases it.

I can see listing the core skills, not as an exclusive or exhaustive list, but as a way of conveying the concept that "this is what a Physician! can do in a cinematic campaign." But I wouldn't want to put that list on a character sheet, or have the player looking it up. And for the conditional skills, I think it would be better just to give the GM license to allow rolls against Physician! to do things that are needed to enable them to cure people, or to do things where their role as a physician can be drawn on to accomplish a task, and not try to limit it to a set list, however comprehensive; indeed, the more comprehensive, the greater the cost of such an approach.

If you're going to handwave, then handwave. Or as the Basic Set says, "When in doubt, roll and shout!"
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