Shadowrun Skills and Karma

The Shadowrun skill system has a couple of major flaws that can be addressed if you're willing to cope with a little math.
  1. One of the problems with the Shadowrun skill system is that it makes no provision for the possibility that someone might want to broaden a skill. By the standard rules, if you buy a specialization, if you want to go back and buy the concentration, you have to pay to bring up the concentration as a completely separate skill.

  2. Another problem that appears at character creation is that skills are assigned at creation time in a radically different method from actual play. Six points used at creation time for buying skills can be worth anywhere from 6 karma (if used to buy six skills at 1) to 51 karma (if used to buy one general skill at 4 with a concentration at 6 and a specialization at 8).

  3. The skill system also has limits that ordinary experience does not. It is possible (through play) for a character to have a specialization at 5, but an accompanying concentration and general skill still at 1. This cannot be done at character creation time.
None of these seems terribly realistic.

One can avoid a number of these problems with some extended rules:

  1. When creating a character, instead of buying skills with points as per the standard FASA rules, sum their points. Starting characters, as usual, should not have general skills higher than 6, concentrations higher than 7, or specializations higher than 8. Gamemasters may wish to insist that if a concentration is used, the general skill must be at least two points lower, and if a specialization is used, its appropriate concentration must be at least two points lower and general skill at least four points lower. The number of karma points corresponding to a given character creation priority can vary with how you calculate it. The maximum number of karma points is based the character taking as many specializations at the highest possible levels, i.e., taking all possible 8/6/4 specializations and then another specialization. This method can create any starting Shadowrun character. One may also calculate on the maximum number of general skills, i.e., all general skills at 6 and then another general skill at the highest possible level.
    PrioritySkill PointsMaximum
    general
    Maximum
    special
    A40265333
    B30210255
    C24164204
    D20128164
    E17111140
    This helps players break out of the molds of archetypes, since it is now effective to have a character start as a generalist. Gamemasters may wish to disallow obvious attempts at taking every single skill on the Skill Web unless the character has a well-thought-out background as a generalist.

  2. If you have a specialization, the cost to bring a concentration that encompasses that specialization up to the level of the specialization is the difference between the karma cost of the specialization and the karma cost of the concentration.
    Example: Theora recently used 7 karma from a run to bring her Computer 6 skill up to Computer 6, Matrix Software 7, so she can start working on utilities at rating 7. After another run, a subsequent 4 karma can bring her skill up to Computer 6, Software 7.
  3. The same principle applies for a general skill.
    Example: After that last run, Theora realizes that Concentrating on pistols just wasn't a great idea. She decides to spend 1 karma to take her Firearms 1, Pistols 3 to Firearms 2, Pistols 3. On a later run, going from Firearms 2, Pistols 3 to Firearms 3 only takes her another karma point.

Normal Skills, by Skill

GenConcSpecPts
1--1
1-23
1-36
1-410
1-515
1-621
1-728
1-836
12-4
1237
12411
12516
12622
12729
12837
13-9
13413
13518
13624
13731
13839
14-15
14520
14626
14733
14841
15-22
15628
15735
15843
16-31
16738
16846
17-42
17850
-
-
-
GenConcSpecPts
2--5
2-38
2-412
2-517
2-623
2-730
2-838
23-10
23414
23519
23625
23732
23840
24-16
24521
24627
24734
24842
25-23
25629
25736
25844
26-32
26739
26847
27-43
27851
3--11
3-415
3-520
3-626
3-733
3-841
34-17
34522
34628
34735
34843
GenConcSpecPts
35-25
35631
35738
35846
36-34
36741
36849
37-44
37852
4--19
4-524
4-630
4-737
4-845
45-27
45633
45740
45848
46-36
46743
46851
47-46
47854
5--29
5-635
5-742
5-850
56-38
56745
56853
57-49
57857
6--41
6-748
6-856
67-52
67860

Normal Skills, by Cost

GenConcSpecPts
1--1
1-23
12-4
2--5
1-36
1237
2-38
13-9
23-10
1-410
12411
3--11
2-412
13413
23414
14-15
1-515
3-415
24-16
12516
2-517
34-17
13518
23519
4--19
14520
3-520
24521
1-621
12622
15-22
34522
2-623
25-23
13624
4-524
23625
35-25
14626
3-626
GenConcSpecPts
24627
45-27
1-728
15628
34628
12729
25629
5--29
2-730
4-630
13731
35631
16-31
23732
26-32
14733
45633
3-733
24734
36-34
15735
34735
5-635
46-36
1-836
25736
12837
4-737
35738
16738
2-838
56-38
13839
26739
23840
45740
14841
36741
3-841
6--41
GenConcSpecPts
17-42
24842
5-742
27-43
46743
15843
34843
25844
37-44
4-845
56745
35846
16846
47-46
26847
45848
6-748
36849
57-49
17850
5-850
27851
46851
67-52
37852
37852
56853
47854
6-856
57857
67860

Concentration-Only Skills (Etiquettes and Martial Arts)

Some skills do not exist in a general form at all; etiquette skills are the most obvious example, and in our campaign different martial arts are each a concentration-level skill, rather than a concentration of Unarmed Combat.
By Skill
ConcSpecPts
1-1
123
136
1410
1515
1621
1728
1836
2-4
237
2411
2516
2622
2729
2837
3-9
3413
3518
3624
3731
3839
4-15
4520
4626
4733
4841
5-22
5628
5735
5843
6-31
6738
6846
7-42
7850

By Cost
ConcSpecPts
1-1
123
2-4
136
237
3-9
1410
2411
3413
4-15
1515
2516
3518
4520
1621
2622
5-22
3624
4626
1728
5628
2729
3731
6-31
4733
5735
1836
2837
6738
3839
4841
7-42
5843
6846
7850