Vault Dweller said:Just because someone can open locks, doesn't mean that he can fix a generator, that's true, but that wasn't the point. The point was that the mechanical skill is a simple representation of what's called mechanical aptitude - the understanding and working knowledge of basic mechanical and electrical principles operations. A handyman - one competent in a variety of small skills or inventive or ingenious in repair or maintenance work - will not be able to fix a nuclear reactor or open an advanced safe locking mechanism, but he would be able to open common locks, fix simple generators, do minor electric work, get a car engine working, replace breaks, install garage door openers, make a knife, etc.
I was looking at it from a "skill", hence the "name" "skill", angle so that is why that was the point for me, but what the fuck ever, just explain to me this:
How does intuitive aptitude play into linear increase in complexity of tasks? So ok, some people have a knack for dealing with "mechanics" at a relatively simple level and these people can learn to do various tasks such as aforementioned pretty easily. Now in Zombie RPG's context, what does a level mean and how does it relate to such aptitude? A person will have to dedicate more time to learning and specializing in any sub-field the more he has to deal with increasingly advanced and complex challenges. Ok if learning to pick simple locks or learning to repair basic electronic tools is a breeze, and ok if a character with a level 1 or 2 of Mechanics can do these. Now, what does level 7 or so mean? That this same character can pick a high-quality safe as well as can repair and rewire advanced microcircuits as well as can, I don't know, modify engines to increase efficiency, or produce sensors, hydrolic traps? If not, please let us know, because so far, it sounds like how it's planned, what with "perks" being automatically gained as you level, so ultimately, a character with a Mechanic level of 10 can basically do everything and no amount of dicussion or dictionary-referencing for various terms will change how ridiculous that is.The moment a character is going beyond the area of initial intuition-driven bonuses, the whole aptitude argument starts falling down. If you think otherwise, well, that's just fucking weird.
Just read the other posts now, so yeah, what WanderingThrough2 said too.
Additionally, doesn't this whole argument for aptitude conflicts with Science, Medical and Survival skills, as they include far more peculiar things than could simply be summarized as a legitimate concept of human intuition? What's really an aptitude named as a skill on one side, and a mish-mash collection of abilities and skills on the other. I'm also wondering what kind of dictionary-referencing I'll witness this time.
Though I have to give it that Melee and Ranged makes at least some sense. No real complaints there.