Master_of_Ritual
Mongoose
At first I liked the simplicity of Athletics specialties. They are easy to remember since they match characteristics, and there are only three of them which makes them broadly useful.
But the more I interacted with Athletics and its specialties the less I liked them. Conceptually they don't make a lot of sense to me--they don't fit the categories of athletic pursuit that people actually learn. They also seem lopsided, with the Dexterity version being the obviously superior one--a lopsidedness that directly duplicates the lopsidedness of the physical characteristics themselves. So I came up with an alternate set of specialties. They are seven instead of three, which could be either nerfed or more balanced depending on your perspective. They describe more specific kinds of tasks, yet have flexibility as to which characteristics they are paired with depending on the situation.
-Maneuver: Dodging, crawling, very short dashes, clearing minor obstacles. Typically used in combat.
-Climb: Climbing sloped, vertical, or overhanging surfaces. Can be DEX or STR, occasionally END.
-Run: Running--and also hiking and jumping. Sprints are DEX or STR, long distance is END.
-Swim: Includes both swimming and diving. As with Run, long distance is END.
-Float: Microgravity maneuvers. Used to determine maximum DM in microgravity, as well as pre-adjustment low-G penalties.
-Throw: Thowing objects of all shapes and sizes. Thowing heavier or farther tends toward STR.
-Footcraft: Using skates, skateboards, scooters, and their motorized and hover variants. Because if Traveller needed anything, it was more vehicle skills.
Lifting things and doing things in high gravity would just use the STR characteristic with no associated skill.
I'm mainly looking for these types of feedback:
-Arguments about how this could be too nerfed, or otherwise less good than the rules as written.
-Suggestions on keeping the modified rules but adjusting them to be better.
-Also let me know if you like the idea.
But the more I interacted with Athletics and its specialties the less I liked them. Conceptually they don't make a lot of sense to me--they don't fit the categories of athletic pursuit that people actually learn. They also seem lopsided, with the Dexterity version being the obviously superior one--a lopsidedness that directly duplicates the lopsidedness of the physical characteristics themselves. So I came up with an alternate set of specialties. They are seven instead of three, which could be either nerfed or more balanced depending on your perspective. They describe more specific kinds of tasks, yet have flexibility as to which characteristics they are paired with depending on the situation.
-Maneuver: Dodging, crawling, very short dashes, clearing minor obstacles. Typically used in combat.
-Climb: Climbing sloped, vertical, or overhanging surfaces. Can be DEX or STR, occasionally END.
-Run: Running--and also hiking and jumping. Sprints are DEX or STR, long distance is END.
-Swim: Includes both swimming and diving. As with Run, long distance is END.
-Float: Microgravity maneuvers. Used to determine maximum DM in microgravity, as well as pre-adjustment low-G penalties.
-Throw: Thowing objects of all shapes and sizes. Thowing heavier or farther tends toward STR.
-Footcraft: Using skates, skateboards, scooters, and their motorized and hover variants. Because if Traveller needed anything, it was more vehicle skills.

Lifting things and doing things in high gravity would just use the STR characteristic with no associated skill.
I'm mainly looking for these types of feedback:
-Arguments about how this could be too nerfed, or otherwise less good than the rules as written.
-Suggestions on keeping the modified rules but adjusting them to be better.
-Also let me know if you like the idea.