Skill Packages vs. Group Size

RedBeardSean

Mongoose
I am starting a game with 7-8 PCs. What size groups are considered the default for purposes of skill packages? With this many players, do I even really need to give them one? Or because the packages are normally geared to groups of 4-6 PCs, should I give them more skills to divide up?
 
Usually it comes out to about one skill per character with the packages, and add to that the skills from connections with each other, you'll get some pretty buff characters skills-wise. But this begs the question, what are they doing? For example, if it is only free trading/running a ship, you can wind up with a bunch of extraneous skills; and vise versa if running another type of campaign.
 
dragoner said:
But this begs the question, what are they doing? For example, if it is only free trading/running a ship, you can wind up with a bunch of extraneous skills; and vise versa if running another type of campaign.

They are essentially Mercenaries, though less publicly, they are working for a government agency (IBIS- Imperial Bureau of Interstellar Security). The missions are more like the A-Team than the Mission Impossible force; dirty jobs where the involvement of the Imperium might be best hidden behind the facade of a bunch of elite, money-grubbing, gun-toting lowlifes. When not acting on instructions, they are free to pursue their own contracts- though they've also been given a list of patron governments and megacorps to avoid or give preference to when hiring out.
 
IMO, I would not let them have skills above level 3, because skill level 4+ on a 2d6 system, especially with stat modifiers, can make them ringers (always making their shot, etc.). But with combat skills, there is usually enough spread of different stuff to have skills in, such as with heavy weapons and such, it usually isn't a problem. A-Team type missions sound fun. :)
 
RedBeardSean said:
What size groups are considered the default for purposes of skill packages?
I'd say there is no need to base things on the groups size.
RedBeardSean said:
With this many players, do I even really need to give them one?
The skill packages are there for a reason.
Core Rules page 38 said:
Taking a skill package ensures that your group will at least have basic competency in the situations that will come up in the game.
It should be about the group as a whole and making sure they have at least basic competency for the adventures planned. If the group has the skills the GM thinks will be necessary for the game then you may not need a skill package. But it is part of the rules, so if the players expect it and balk at the suggestion they don't need one I'd give them one.
RedBeardSean said:
Or because the packages are normally geared to groups of 4-6 PCs, should I give them more skills to divide up?
the skill package is large enough that they each get a pick and, as above, if they have the skills they need I wouldn't hand out any extra skill packages.
I might stop them before they take all the skills so that each player gets just one
or maybe let the players with the fewest skills go first and get the extra picks
or be nice and add some other skills I think they might need to the list so that they all get 2.

It's really up to you as the GM.
 
You could make a list of suitable archetypes, and find out who's interested in playing them. Secretly, probe likely candidates if they are willing to be redshirts.
 
RedBeardSean said:
I am starting a game with 7-8 PCs. What size groups are considered the default for purposes of skill packages? With this many players, do I even really need to give them one? Or because the packages are normally geared to groups of 4-6 PCs, should I give them more skills to divide up?

the skills packages all have 8 skill levels in them, so allowing one skill from the package for each PC will work fine. The "Mercenary" package should give some useful extra skills, and help round out the skills for some individuals, from the sounds of what you say below, your players are going to roll up military types, so they may find that the skills package will be useful in duplicating some skills within the group, handy for those combat heavy games where PCs get killed a lot!

Egil
 
The purpose of the skill packages is to make sure the group has the necessary skills from the essentially random character generation so they can do what the Player's want.

Even with a large group, I would use the standard skill package (or your personal version for whatever type of group they are running). Those Level 1 skills are not going to overbalance any group and if you now have 3 characters with Gun Combat 1 instead of 2, I don't see it being a problem. If everyone in the group already has a particular skill, then it isn't needed and it is lost.
 
One skill package should be able to handle eight PCs. If they are really short on skills due to bad die rolls or being limited to only a couple of terms during chargen you might be nice and either select two skill packages or double the package chosen to allow players to get two skills each.

I don't think being too nice to the players right up front is in your best interest though . . . it sets a bad precedent!
 
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