The Connections Rule

vladthemad

Mongoose
On P. 17, the connections rule states that when a connection is made now, "...then you both get one extra skill roll from your current careers." Then it follows it up with "... you may gain any skill, but cannot bring a skill above Level 3 using this rule nor may you take the Jack-of-all-Trades skill."

The problem is that the skill gained now is random, and there's no statement of what to do if this random roll gives you a level above 3 or the Jack-of-all-Trades skill. Also the word "take" I highlighted in bold above implies that you're picking the skill, not rolling for it. Lastly, it doesn't bother to take into account that one of those tables you may roll on, the Personal Development table, can give you stat boosts.

I suggest adding that this extra roll can be used on any table besides Personal Development, unless the intention was to let players gain attribute increases as well as skills. I'd also suggest letting them keep Jack-of-all-Trades if they do manage to roll it. It's such a rare skill to begin with, gaining it during a connection would seem appropriate. Otherwise state that when Jack-of-all-Trades is rolled, it should be re-rolled.

The same goes for skills that you roll over level 3 during a connection. Clarify what the players should do when this happens. Is the bonus skill point lost, or should they re-roll?

Hmm, a last thought...would it be more interesting if you gained a skill/stat/whatever from the OTHER player's career tables during the connection? That could make for more diverse and interesting characters!
 
I am disappointed with the change to the connections rule that requires a skill roll from your current career.

In the character creation sessions I have been in, the discussions around the table of how the event created a connection with another character, and finding the skill that would enhance, was a lot of fun. The connections rule to me is the most memorable part of the character creation experience and it, as well as the event that spawned it, has always provided me as a referee great insight into the character's background. I think it is great to be able to get a skill that isn't amongst your normal career skills, to give the character something a little different from a typical example of someone from that career.
 
I was also sad to see this go from selection to random. I would really encourage Mongoose to return to the 1st edition version where this skill is a selection.
 
Hmm...the randomness could be just as fun. You roll a skill and try to fit it into the backstory. It would be more interesting if you were to get to randomly roll on the connected player's career tables instead of your own though.

In practice, did your players really get into detail about how the skill came about? Mine just wanted to come up with a thin veneer about why they could get the skill they wanted and skip past connections as fast as they could. It was like pulling teeth to get them to think about it! They were coming from a D&D/Pathfinder background though, so they weren't used to putting a lot of thought into backstories.

In general I have no problem with either system as I can see both, with the right players, creating interesting back stories.
 
vladthemad said:
In practice, did your players really get into detail about how the skill came about?
This is a "which group" moment. :wink:

I have had both and had fun but for very different style games. The one group I often have said they play a skirmish war-game with RPG overlays. Any reason to get to the combat is fine by them. The other group is a little more into the story. Not that they don't like a good fight, it is not the core focus. It wouldn't shock you then to know the first has D&D3.5/Pathfinder as their favorite game and the second group more open to trying various games. :mrgreen:
 
Cugel said:
We missed the part about "rolled from your current career" and just used the "pick one".

Yeah that was the old mechanic. After discussing with my players I'm actually leaning towards going back to that, or changing it to rolling from the other player's current career. If it's just another skill roll on your own career, it just doesn't feel like it's as valuable for some reason.
 
vladthemad said:
Yeah that was the old mechanic. After discussing with my players I'm actually leaning towards going back to that, or changing it to rolling from the other player's current career. If it's just another skill roll on your own career, it just doesn't feel like it's as valuable for some reason.
I believe I will return to the "select a skill" regardless of the rules. I thought it was a great place for the player to have a more direct impact on their character rather than just another random roll telling them what they get to play.
 
-Daniel- said:
I believe I will return to the "select a skill" regardless of the rules. I thought it was a great place for the player to have a more direct impact on their character rather than just another random roll telling them what they get to play.

Same here. Most of my players ignored that rule, but the ones that used connections came up with a really good story for why a random drifter joined a group of scientists.
 
If I were the GM I would certainly get the player to roll on the Connection's service skills table instead. Gives a little more breadth to standard characters. I hope Mongoose do this as well.
 
aiglos said:
If I were the GM I would certainly get the player to roll on the Connection's service skills table instead. Gives a little more breadth to standard characters. I hope Mongoose do this as well.
Could you please expand on your thought here? How does rolling a random skill offer more breath than selecting any skill that makes sense for the situation?
 
-Daniel- said:
aiglos said:
If I were the GM I would certainly get the player to roll on the Connection's service skills table instead. Gives a little more breadth to standard characters. I hope Mongoose do this as well.
Could you please expand on your thought here? How does rolling a random skill offer more breath than selecting any skill that makes sense for the situation?
I think (sorry if I am incorrect) aiglos meant if a random roll is used, doing so on the connections tables instead of your own is what added breadth.
-Daniel- said:
vladthemad said:
Yeah that was the old mechanic. After discussing with my players I'm actually leaning towards going back to that, or changing it to rolling from the other player's current career. If it's just another skill roll on your own career, it just doesn't feel like it's as valuable for some reason.
I believe I will return to the "select a skill" regardless of the rules. I thought it was a great place for the player to have a more direct impact on their character rather than just another random roll telling them what they get to play.
Especially since the alternative chargen systems are no longer included, I prefer having this opportunity for choosing skills.
 
CosmicGamer said:
I think (sorry if I am incorrect) aiglos meant if a random roll is used, doing so on the connections tables instead of your own is what added breadth.
Yes, I believe that as well. But I was curious how he saw it.

For me, I keep thinking of the two Characters who both served in the Marines, one rolls the event where you are behind enemy lines, the other the event where they attack a fortress. The two players realize these events could have happened in the same battle area. So they come up with a story where they meet and are in the same unit, connection made. Rolling a random on each others skill table just gives them each another Marine skill. Not a bad thing, but if allowed to pick a skill they might have come up with story allowing them to select skills not on the Service Skill Table. Some times the two characters would be from different careers, but that will not always be the case. Selection allows more control to introduce skills not on your table in a way random rolls do not.

Just my opinion of course. :mrgreen:
 
-Daniel- said:
aiglos said:
If I were the GM I would certainly get the player to roll on the Connection's service skills table instead. Gives a little more breadth to standard characters. I hope Mongoose do this as well.
Could you please expand on your thought here? How does rolling a random skill offer more breath than selecting any skill that makes sense for the situation?

Where aiglos is saying Connection's service skill table, he is referring to the character you are making the connection to. Basically you're gaining cross training in the other player's specialty.

-Daniel- said:
I believe I will return to the "select a skill" regardless of the rules. I thought it was a great place for the player to have a more direct impact on their character rather than just another random roll telling them what they get to play.

You make a good point, and I was forgetting that I had house ruled some stuff in character creation that didn't make ALL skills random. (I'd let them select any skill from their available skill lists, if they weren't already trained in it) Hmm...I've changed my mind, select a skill would be best as it's one of the few places in the core rules that a player can make the decision for himself.

That said, I think that rolling on the skill list of the other player you are connecting to is a fine optional rule and should be added to the upcoming optional rule book.
 
Quite frankly I've always allowed players to roll their die and then choose the skill table during char gen. Allows them better opportunities to build the character they want to play. Connections, likewise - if they came up with a good story, they could pick any pertinent table to roll, roll again in their own service or each other's or even just pick a skill. So yeah +1 for the 1e rule on this.

But I also let them put their stat rolls where they wanted too :shock:
 
NOLATrav said:
Quite frankly I've always allowed players to roll their die and then choose the skill table during char gen. Allows them better opportunities to build the character they want to play. Connections, likewise - if they came up with a good story, they could pick any pertinent table to roll, roll again in their own service or each other's or even just pick a skill. So yeah +1 for the 1e rule on this.

And I use this too: the player rolls, I tell them "+1 STR, Melee, Science or Pilot", then they ruminate. A little slower, but allows them to have some control.
 
NOLATrav said:
Quite frankly I've always allowed players to roll their die and then choose the skill table during char gen. Allows them better opportunities to build the character they want to play. Connections, likewise - if they came up with a good story, they could pick any pertinent table to roll, roll again in their own service or each other's or even just pick a skill. So yeah +1 for the 1e rule on this.

But I also let them put their stat rolls where they wanted too :shock:

Let's face it, anyone with a little RPG time under there belt always changes the attribute generation in some manner, usually as you noted...place as desired. :)

As far as the rolling first and letting them pick the table afterward, how has that worked out for you? I thought about trying that but worried it might bring in a bit too much munchkinism.
 
I have been using that for literally decades without any trouble. It keeps the randomness, but also lets the Player direct the path of their character a bit. There is only so much munchkinism they can do because the rolls are still random. Sure, they could end up with a Skill-5 somewhere, but that costs them as they now have a very narrow area of expertise and as the Referee, it is my job to point that out to them in play. Oh, since you took Pilot-5, you didn't get any Flyer skill, so while you are trying to dodge that fighter, you are at a DM-3 for no skill level - too bad...
 
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