What is negotiable is the skills actually used. Different versions of World of Darkness and Shadowrun have used wildly different skills. And it has all worked. Sometimes better and other times worse, but always worked at all. And that means that it's really negotiable.
So you're going to be rolling Attribute + Skill and looking for fives. The skills I'm fairly happy with, although they could be name changed without panty twisting.
Things that I feel strongly about:
- Shadowrun has too many weapon skills. Seriously man, way too many. It's not even sensible how many weapon skills there all. Frankly, nWoD has too many weapon skills. Fighting just isn't that interesting and mostly people get to choose their own weapon layout. So really even having more than one shooty or melee skill serves little purpose save to screw characters who improvise weapons. And improvising weapons is awesome, so that's not even a sensible goal.
- Anything that the game wants to emphasize should be emphasized by the skill system.
- Splitting diplomacy (or negotiation or socialize or whatever) from bluff (or con or persuasion or whatever) seems to be a bad thing.
So here are some crazy ideas:
- No Socialize Skill at all. You can be interesting conversationally by using appropriate knowledge skills with your charisma. Using the same topic is boring if you do it a lot, and you get progressive penalties. If you want to be persuasive about a topic, you have to relate it to a knowledge skill with penalties for obscurity.
- Social Skills by social group. Divide the social groups up like old SR Etiquette. High Society, Streets, Muppets, Clubs, Whatever. You make a list, you check it twice, and then you use the appropriate skill based on your peer group whether you are trying to convince them to believe you about the zombie threat or want to have sex with you.
-Username17