Max skill ranks?

Duroon

Mongoose
I have a player that kept trying for medic and getting computers instead during character gen, he indeed wound up with computers 6 after 10 terms of character gen. Is there a maximum skill level that should be allowed? I find no mention of one in the core rulebook.
 
and, this is also a case of where the point-buy character generation system would work really well.

Or you could use GM fiat.

Both work for me.
 
I have toyed with the idea of setting a hard limit on terms, but I look at it this way. The guys who settle for fewer terms get a character that is more customizable during the campaign. Those who take more terms will have to take a lot longer to learn any new skills with the MGT mechanic for acquiring skills. I have mentioned this to my group of players but I still get 3 of them who insist on rolling for 10-11 terms. They wind up with guys that are highly, and randomly, skilled. Many times not getting exactly what they wanted and now unable to get the skills they really want for a very long time. So it sort of works itself out that way. The guys with only 5-6 terms, while not as skilled, start getting the skills they really want in half the time.
 
ParanoidGamer said:
and, this is also a case of where the point-buy character generation system would work really well.

Or you could use GM fiat.

Both work for me.

Or the option to pick from the skills available at any given time (apart from tables with J-o-T and stat increases). Without having played yet, but having set up a few characters, I like the randomness of enlistment, "survival" and Events, but think there should be some choice aspects. Maybe just let the player choose the advancement skill, or the basic skill for the term.
 
TrippyHippy said:
Allowing some players to choose amounts to a licence for min-maxing, I have found. Particularly for the gun-bunnies.
Very very true...

But maybe you can compromise, like say roll a d6 and on a five or six they can choose from that chart (as long as it's not Jack or a stat increase) instead of the random roll, that adds an element of "there's a chance you get to apply for what training you receive).
 
ParanoidGamer said:
But maybe you can compromise, like say roll a d6 and on a five or six they can choose from that chart (as long as it's not Jack or a stat increase) instead of the random roll, that adds an element of "there's a chance you get to apply for what training you receive).

I know it's treason, but....

Perhaps when rolling on a chart, use d8's then when you get a 7 or 8 you pick from that chart...
 
If you use the make a connection, instead of an event, they do get to choose any skill. That gets them what they want, and establishes connections before start of play. It has worked well for me.
 
Emryys said:
I know it's treason, but....

Perhaps when rolling on a chart, use d8's then when you get a 7 or 8 you pick from that chart...
um... what are these things called "dee-eights"? I've never heard of them before...

Ahh...they must be some hiver plan to corrupt the normal order of the Imperium!
 
TrippyHippy said:
Allowing some players to choose amounts to a licence for min-maxing, I have found. Particularly for the gun-bunnies.

Why limit them?

I generally let them have all the rope they can eat, I always have a more extreme solution than most of them will ever come up with....
 
since the whole system is D6 based just top it at 6 and be done.

Sheeze, a 2d6+skill level (6) will nearly guaranty success in all but the toughest situations....

hmm, a 2d6 (ave. of 7)+6=13, being a 5 effect just on the average, sounds like someone wants to munchinize.... :roll:
 
ParanoidGamer said:
Emryys said:
I know it's treason, but....

Perhaps when rolling on a chart, use d8's then when you get a 7 or 8 you pick from that chart...
um... what are these things called "dee-eights"? I've never heard of them before...

Ahh...they must be some hiver plan to corrupt the normal order of the Imperium!

Nah, that is the D5 Project......
 
Infojunky said:
TrippyHippy said:
Allowing some players to choose amounts to a licence for min-maxing, I have found. Particularly for the gun-bunnies.

Why limit them?

I generally let them have all the rope they can eat, I always have a more extreme solution than most of them will ever come up with....

D'ac. So they max out their gun combat skill. Which is real useful when they're required to outdrink someone (Carouse) or pilot the air/raft or fix the generator or, or, or...

So they shoot the double-crossing Noble. Now they have the game they wanted (a running gun battle, apparently), being pursued to the ends of the Imperium. They still need to fix stuff, deal with people etc.

I think I would disallow skill selection in some cases: draftees, by and large, whether into a service or just Drifters. Less choices, see.

Also, point out to "munchkins" that they're one-trick ponies who will, to mix metaphors, be fish out of water 80% of the time, and distinct liabilities as often as they are useful, jst so they know what they're looping round their neck with the ammo belts.
 
Back
Top