Here's a more annoying list I'd prefer:
01 Blade (For stealth kills)
02 Blunt (For toe to toe combat.)
03 Throwing (Grenades, spears, hatchets, knives)
04 Chemical Weapons (Acid, fire, cryo.)
05 Explosives (Includes grenades as well.) (*Grenades do not get a double bonus from both Throwing and Explosives.)
06 Big Guns (Explosives, Energy Weapons and Traditional Firearms all include their variants of big guns as well, this skill just means you can use every Big Gun no matter it's class type.)
07 Traditional Firearms (Guns)
08 Energy Weapons09 Hand To Hand (For taking down people without killing them, mainly to be used against NPC's in civilized places but can be used in wasteland combat as well, it's just not as good as Blunt is.)
10 Chemistry (For crafting chems, medicine, acids and flamer fuel, also used for repairing and upgrading Chemical Weapons and it's ammo types.)
11 Electronics (For repairing energy weapons, recharging cells, tapping energy sources, cutting the electricity for lamps and alarms and crafting electronic based items.)
12 Hacking13 Lockpicking14 Sneak15 Steal16 Armorer (For repairing, upgrading and crafting armors.)
17 Mechanics (Cosmetic change from Repair)
18 Poison Making (Strictly for creating poisons for close combat weapons, coating bullets and applying through syringes to people)
19 Cooking (For crafting healing items based on food, food is more abundent, has better effects and it's healing stacks.)
20 Traps (For detecting, disarming and creating traps.)
21 Taming (Decides how successful you are at taming an animal, 100 + perks could earn you a young advlt deathclaw.)
22 Pilot (Decides how well you can pilot vehicles.)
23 Outdoorsman (Determines how well you can find plants, vegetables, fruits and stuff and how less likely animals are to attack you. (The higher the skill the further away you can see food items used for crafting, they get a sort of aura around them when you zoom in on the screen.))
24 Medicine (Deterimines how well you can apply stimpaks and chems, you can also craft medicine to be used agaisnt diseases.)
25 Surgery (Deterimines how successful you are at healing crippled limbs, applying rad-away and sewing up Bleed wounds.)
26 Linguistics (Determines how well you can understand tribals and communicate with them. Also applies to lesser intelligence from mutated animals.)
27 Barter28 Deception (Determines how well you can lie when confronted, how successful you are at smuggling and how well you can disguise yourself)
29 Persuasion (Basically speech.)
30 Intimidation (Determines how well you can intimidate NPC's in dialogue and how likely humanoid and lesser creatures are to attack you.)
31 Climbing (Determines how well you can climb up cliff walls, buildings, fences and concrete walls. Agility is 1AGI:5Climbing)
32 Athlethics (Determines how fast you can sprint, how likely you are to trip, how much fall damage you receive and how high and far you can jump. 1AGI:7Athlethics)
33 Swimming (Determines how fast you can swim forward and backwards, how fast you can dive down, how long you can hold your breath and how well you are at dodging and attacking underwater. 1END:3Swimming 1AGI:3Swimming)
:D
(I'd actually love to see this is a seriously serious skill list.)
There we go.
And yes I would like to see this kind of skill list.
And before anyone go "Too many!" how about this:
Two game modes, one with this skill list, and one with a cut down skill list.
The cut down version would mak Swimming, Athlethics and Climbing completely Agility and Endurance oriented.
It would make intimidation matter with armor types and weapon equipped, so that a power armor and minigun would earn 100 in Intimidation.
Throwing is merged with Blade and Blunt
Big Guns is scrapped.
Outdoorsman, Poison Making and Cooking is merged back to Survival. (Taming is still it's own skill though.)
I'd love it.
People who want a less complicated skill list and for skills to matter more can pick the cut down version, while I and any others who want to define our characters to the spot can do that with the expanded skill list.
As for the argument "Won't this make some skills far more important than others, overshadowing them?"
Well, yeah, that's the point, not every skill should be as equally viable, some are better than others.
If you want to play the expanded skill list and pick the most viable skills then do so.
I on the other hand want to roleplay with weak characters as well.