The rule: failing the qualification role for a career means that you either submit to the draft or take the drifter career.
Does this still make sense? Is there any logical reason why the character can't apply to other careers?
Example: Bobby wants to join the scouts but fails the qualification role. Why can't they try to join the merchant marines? Terms are 4 years so why would the person want to join the military or bum around for 4 years before trying again.
But even if I would use dice based - I would simply ignore the rules since I believe in the player building the character that is wanted.
I tend to agree with Somebody: Help a player generate a character that he wants to play, even when using random CharGen. In general, most people don't want to be forced to play the random results of the dice for a long-term campaign character (unless they got lucky and got something they liked). At least, that is not the reason I role-play . . .
But you could modify the rules as follows: Presume that when a Character is applying for a military or government career, they are signing-off on a contract up front and agreeing to submit to a "draft" of sorts - you get to try for what you want, but if the service can't find a spot for you or doesn't need you there, they will assign you somewhere else (and they have already got you bound by contract to a 4-year term). If they can't use you anywhere (or perhaps the implication is that you fail some type of fitness for service qualification), then you are ejected and your contract is voided, and you carry the stigma for a term. Perhaps that only leaves you with the Drifter option, or Career options other than Drifter have an enlistment penalty for that term. Let each enlistment attempt represent 1 year's-worth of job-searching, during which time they are treated as a Drifter for that year.
You could use the latter for general non-draft military career enlistment as well. You get 4 chances for enlistment per term (represented a job-searching). Each failed attempt is treated as 1-year as a Drifter.
Also, I prefer a slightly different draft table:
- Navy
- Army
- Marine
- Merchant Marine
- Scout
- Citizen (Colonist or Worker)
I found the idea of being drafted into Law Enforcement somewhat odd. But (at least in the OTU setting-fluff going as far back as early CT), the Imperium (or its member worlds) has had both "make-work" programs as well as "deals" to get people to consider moving to a new colony world overseen by the Ministry of Colonization in exchange for something from the Imperium or local government (like payment for major medical care, commutation of criminal sentence, cancellation of debt, a property or land grant, etc.), so it seemed like a good fit for the final slot of the draft.
It also made a little bit more sense of the Draft/Drifter dichotomy:
"So you don't want to do military service (Army/Navy/Marines), you don't want to do government or civilian service (Scouts/Merchant-Marines), you don't want to learn or work at a skilled trade (Worker) or build a new life for yourself helping start a new colony world . . . , so just what DO you want to do?"