1. whoa, thats way too may skills, er no offense
2. You can combine alot of those skill and still keep it senseable like Electronics and Mechanics
3. also It doesnt make sense to split Med and Doc when a doctor needs medicine.
4. I like the Deception and Persuasion split though, but it should be "intimidation" or "Will power", i mean deception is just another type of peruasion.
5. Also i think traps should just blend in with one of the repair perks and the same with lockpicking and maybe a break door option for melee / hand to hand
6. and imo i think Science should make a come back but this time having to do with Biology, chemisty (bomb making) and geography, leaving hacking to electronics
1. Too many? With Big Guns and Throwing removed we get 19 skills, that's just 1 more skill than what Skyrim and the older Fallouts had.
2. The split with Electronics and Mechanics happened because repairing things is too broad, just like Science is too broad. You can repair every single item that is repairable with Repair, be it weapons, armors or quest objects, you can craft new items from it and a lot of traps rely on the skill as well. It's too broad. It's basically as if Guns, EW and Explosives are merged into Firearms.
3. Yeah, it does, just cause someone is a surgeon doesn't mean that the person knows how to apply Rad-Away properly.
4. Deception is not Persuasion. I can be somewhat persuasive, but I can't lie for jack [censored]. Someone who is good at poker might have horrible logic and reasoning skills.
5. So Repair should become even broader? Even more powerful? No. That was why I split them up in the first place. Traps is a fully valid skill in it's own right with the amount of traps we get in the newer games so it should not be part of another skill like some sort of bonus. You have to make the choice, either go with Mechanics and learn how to repair, modify and craft stuff or go with Traps and avoid getting hurt all the time.
6. So let me get this straight, you think that Electronics and Mechanics does not make sense to split up, you don't think Traps is a valid skill, you think Persuasion and Deception is generally the same thing and you think that being a surgeon and someone who practices medicine to know the same stuff, yet you want biology and geography to be skills?
Deception works fine on it's own, you can smuggle items (casino's), lie (Strip securitron guards, REPCONN HQ robots), catch someone else in a lie (that random guy telling you to go up and clear his stash from Gecko's) and disguise yourself.
Persuasion works fine on it's own as it's basically Speech except all the lying parts are taken out.
Eletronics and Mechanics work fine on their own, just look at how much attention Repair gets, it'd be generally the same, except in more specialized areas of expertise.
Traps works fine on it's own and it's quite obvious given the amount of traps we have.
Doctor works fine on it's own so long as we have enough critical injuries and it's not too easy to get rid of them.
Medicine works fine on it's own, we just need more diseases, withdrawal effects, poisons and a different type of radiation poisoning.
If the game is designed right every single one of these skills are perfectly valid skills to choose from.
And depending on which ones you choose and which one's you don't you have to deal with the consequences.