Technology proficiency

(Sent to players on Jan. 11, 2024)

Quick note: from all my musing over the last few sessions about a "Technology" skill, I did a little more research and discovered I'm trying to reinvent the wheel.

That wheel is tool proficiencies; these are proficiencies that are can be used with various attributes (e.g. Dex, Int, etc.), but are centered around a particular piece of technology or topic (e.g. boats, lock picking, card games, etc.). This fits perfectly with advanced tech, because it can be so varied and specific.

I'm going to rule that some proficiencies (like lock picking tools) can be used with advanced locks so we're not dealing with multiple proficiencies for different levels of stuff, but driving a hover bike is different from driving a horse and cart.

With this in mind, I'm happy to allow anyone to ret-con tool proficiencies they want to trade, and also want to remind folks that they can learn new proficiencies while playing, per these varied and absolute not contradictory rules.

https://rpg.stackexchange.com/questions/73598/how-do-i-learn-new-tool-proficiencies

To not be over powered, tool proficiencies are usually very specific in scope; for example, you're not proficienct in all instruments, but Guitar or Flute. That said, they're still quite flexible, as you could apply your Flute proficiency to know the history of flutes (Int), or flute repair (Wis), and not to mention playing the flute (Cha), so it's still worth considering.

One example tool proficiency would be an Electrician's Tools; very handy when it comes to figuring out why the solar cells on the ship aren't working, or which wire will cut the lights vs sounding the alarm.

Anyway, just something I was cogitating on, see you soon!