>>35049
>I recall Mike Pondsmith saying the only houserule CP2020 needs is a shorter skill list
He also said he liked Cyberpunk v3.0 better, but I guess I understand why he said the shorter skill list. CP2020 has autistic amounts of skills, and some of them are never used (like Zoology, which is a fucking MedTech core skill for some reason, or Botany), but reducing all sciences to a single skill without explicitly citing what can said skill become after specializing could be a recipe for disaster. Players may get too overspecialised by accident, or maybe even have "too wide" specializations. To avoid rules lawyering during chargen, we should point out what are the recommended options for those skills.
The following skills were taken straight from CP2020's skill list
CLASS SKILLS
>Authority, Charismatic Leadership, Combat Sense, Credibility, Family, Interface, Jury Rig, Medical Tech, Resources, Streetdeal
I don't know if our game will have classes with special skills, but some of these were already included in your list with different names.
ATTRACTIVE (Looks)
>Personal Grooming, Wardrobe & Style
Yeah, ATTR just has two skills under vanilla rules (Seduction can have ATTR factoring in, as specified by the corebook, but it's not the default) that could be merged in a single one.
BODY==(Constitution/Strength)
>Endurance (our Stamina), Strength Feat (our Brawn/Brute Force), Swimming
People with high BODY are lucky it is a stat that's useful for lots of other skills, because it's fairly useless for rolls.
COOL/WILL (Resolve)
>Interrogation, Intimidate, Oratory, Resist Torture/Drugs, Streetwise
I think putting Intimidate here makes sense, or at least one part of intimidation. If you are going to creep someone out during a phone call, your strength won't factor in no matter what.
EMPATHY
>Human Perception (allows detection of subtle emotional clues), Interview, Leadership (our Command), Seduction, Social, Persuasion & Fast Talk (our Negotiation), Perform
Interview and Social are fairly redundant as the difference between them has to be explained in the skill description, but otherwise this is fine.
INTELLIGENCE (Knowledge/Sharpness)
>Accounting, Anthropology, Awareness/Notice, Biology, Botany, Chemistry, Composition, Diagnose Illness, Education & Gen. Know., Expert (), Gamble, Geology, Hide/Evade, History, Language, Library Search (our Research), Mathematics, Physics, Programming, Shadow/Track (tracking), Stock Market, System Knowledge (Sysop would fall in here. It's basically cyberspace Streetwise), Teaching, Wilderness Survival, Zoology
As you can notice, some of these are so fringe they will never be used (perfect candidates for a parenthesis variable skill), and the other half is redundant.
REFLEXES (Agility)
>Archery, Athletics, Brawling (our Unarmed), Dance, Dodge & Escape, Driving, Fencing, Handgun, Heavy Weapons, Martial Art (), Melee (our Blunt, although some small Blades fall in this category too), Motorcycle, Operate Heavy Machinery, Pilot (Gyro), Pilot (Fixed Wing), Pilot (Dirigible), Pilot (Vect. Thrust Vehicle), Rifle, Stealth, Submachinegun
The Pilot skills were written just like that in the original table, even though they could have been compressed into a parenthesis variable skill, which have been used before in CP2020 as demonstrated by Expert () and Martial Arts (). Drive and Motorcycle could have been merged into a PVS just like we did, and Operate Heavy Machinery is too fringe. Otherwise, it's good.
=TECHNOLOGY (Agility + Knowledge)==
>Aero Tech, AV Tech, Basic Tech, Cryotank Operation, Cyberdeck Design, CyberTech, Demolitions, Disguise, Electronics, Elect. Security, First Aid, Forgery, Gyro Tech, Paint or Draw, Photo & Film, Pharmaceuticals, Pick Lock, Pick Pocket, Play Instrument (), Weaponsmith
Aero Tech and AV Tech (flying cars) could have been merged into one, although I understand why they didn't do it. Basic Tech is a good idea since it groups everything that isn't purely electronics (most home apparels, car engines, etc), into a single skill. Cryotank Operation is extremely redundant with MedTech. Cyberdeck Design is ridiculously specific. Demolitions could be merged with Physics, Electronics and Elect. Security are also redundant, Gyro Tech could have been merged with Aero Tech and Pharmaceuticals could have been merged with Chemistry or MedTech. This is by far the most autistic skill group in the whole game.
As you can see, there is plenty wrong with this. I actually like finely grained skill systems, but this is way too much. I think it's normal Pondsmith said the list should be reduced, but IIRC he said they should be reduced to half like in Cyberpunk v3.0 (there is a massive versatility gap between Interlock and Fuzion characters), which is way too much. (Cont.)