Character skills

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Corporal Hicks
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Re: Character skills

Post by Corporal Hicks » Mon Sep 21, 2020 9:34 pm

I agree 100% with everything that Perez said. I want to do it but it's not my strong suit so I haven't done it yet. I think if we do it together we can come up with a simplified system that still rewards players for time of service.

The narrative is the thing that I care about. I roll the dice to be fair, because I don't want to completely control the story. There should be an element of chance as there is in real warfare to keep the players interested.
ImageSgtMaj. Danny Sykes - Platoon NCO
USCM Special Forces Recon Team
Serial Number: D26/TQ6.3.48412E9
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wargamer
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Re: Character skills

Post by wargamer » Thu Sep 24, 2020 6:47 pm

In a previous Colonial Marines themed game that I played in, each character selected an MOS (Military Occupational Specialism) at character gen from a predefined list like this:

0311 Rifleman
0317 Scout Sniper
0321 Designated Marksman
0331 Smartgunner
0351 Assaultman
0369 Squad Leader

Each MOS represented a training package that was described in detail in the game rules. membership of an allowed the character to use any skill that would reasonably be part of that training package so an 0311 would be trained in small-arms use and maintenance, grenade use, hand-to-hand combat, map reading, basic first aid etc. He would know how to use his personal comm to communicate with the squad or HQ but might not be able to call in a 9-line CASEVAC request. That would require the Commtech or Corpsman MOS.

Once an MOS was selected, each character was allowed to select a specialism which was one skill that they were particularly expert in.

After each campaign, surviving characters were permitted to undergo further training from a pre-defined list of specialisms. This allowed the character to either increase their expertise in a specialist skill they already had (Example: Pulse Rifle Marksmanship) or learn a new and complimentary skill such as APC Driver or HARDcore Suit Operations.

Under this system characters begin mechanically very similar to others who share their MOS and diversify over time as they learn from their experiences.
It's worth noting that this game was founded and run by a retired US Marine Cpl and real world accuracy was a central pillar of the game design which may not be to everyone taste.
ImagePFC Darren 'Doc' Kelly - Medic
USCM Special Forces Recon Team
Serial Number: D44/TQ9.21.47645E2
Current Equipment
M-41A Pulse Rifle w/ 4 Mags
M4A3 Pistol w/ 2 Mags
K-52 Field Medical Pack
2x M-18 Smoke Grenades (Red)
6x M-94 Flares
2x K-Bar Combat/Survival Knives

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Pale Rider
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Re: Character skills

Post by Pale Rider » Fri Sep 25, 2020 2:02 am

I found the new Aliens Game in PDF format. We could start using it if people wanted to.
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maxvale76
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Re: Character skills

Post by maxvale76 » Fri Sep 25, 2020 2:43 am

Honestly, I've gotten so used to the Leading Edge version we've been playing on this site for years that I'd prefer to stick to it......but whatever the herd rolls with is cool with me.
ImageSGT Samantha "Sam" Hall

M41A Pulse Rifle
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wargamer
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Re: Character skills

Post by wargamer » Fri Sep 25, 2020 7:28 am

Pale Rider wrote: Fri Sep 25, 2020 2:02 am I found the new Aliens Game in PDF format. We could start using it if people wanted to.
I backed the kickstarter. It's a great horror system. I'm not certain how well it will support a more action oriented MilSIm style of gameplay.
ImagePFC Darren 'Doc' Kelly - Medic
USCM Special Forces Recon Team
Serial Number: D44/TQ9.21.47645E2
Current Equipment
M-41A Pulse Rifle w/ 4 Mags
M4A3 Pistol w/ 2 Mags
K-52 Field Medical Pack
2x M-18 Smoke Grenades (Red)
6x M-94 Flares
2x K-Bar Combat/Survival Knives

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