Exwrestler
Mongoose
Pete Nash said:Is that so bad?![]()
Maybe not "so bad" just not the game I want to play. I feel like this type of character generation is already being covered by the point buy option (and done to death in any number of other rpgs).
Pete Nash said:Is that so bad?![]()
Exwrestler said:Pete Nash said:Is that so bad?![]()
Maybe not "so bad" just not the game I want to play. I feel like this type of character generation is already being covered by the point buy option (and done to death in any number of other rpgs).
Mongoose Gar said:Yeah, I was thinking that it could be folded into an optional rule. I'm loathe to put too much stuff out to optional rules, but it's an easy change in this case.
I'd be happy with that.Mongoose Gar said:Yeah, I was thinking that it could be folded into an optional rule. I'm loathe to put too much stuff out to optional rules, but it's an easy change in this case.
Mongoose Gar said:Yeah, I was thinking that it could be folded into an optional rule. I'm loathe to put too much stuff out to optional rules, but it's an easy change in this case.
Yes, but all careers have an equal chance of receiving these. The point is still that those careers with better promotion chances have a bias towards gaining more skills.AKAramis said:I'd like to point out that many events grant a skill not associated with promotions....
The point is still that those careers with better promotion chances have a bias towards gaining more skills.
Tychus said:The point is still that those careers with better promotion chances have a bias towards gaining more skills.
Theoretically, careers with easy promotion rolls have correspondingly more difficult survival rolls.
However, after failing his survival roll there is nothing to prevent the navy man from joining a safer career and serving out the same number of terms. In which case he will end up with more skills overall.JimG said:Assuming no characteristic mods, the Doctor has about a 25% chance of serving at least 5 terms, guaranteeing 5 skill rolls. The Navy man has only about a 7% chance of serving 3 terms, so even with an ~84% chance of getting 2 promotions he is far less likely to gain 5 skill rolls.
It looks like the careers with 6+ Survival and Advancement targets are the best "sweet spots".Tychus said:I don't have all the numbers in front of me at the moment, but it ought to be pretty simple to crunch the probabilities of survival+promotion for each career to see if there are any "sweet spots" for skill gain.
However, after failing his survival roll there is nothing to prevent the navy man from joining a safer career and serving out the same number of terms. In which case he will end up with more skills overall.
However, after failing his survival roll there is nothing to prevent the navy man from joining a safer career and serving out the same number of terms. In which case he will end up with more skills overall.
Opps, my previous conclusion was seriously flawed!Pete Nash said:Thus the 6+ S&A careers usually give an extra two or three skills - which is a considerable advantage. Of course, this is only taking average rolls into consideration. Characters with 6+ S&A who possess even better characteristic bonuses, or who roll only slightly above average for their survival and advancement, or (cringe) both, will gain disproportionately more skills and benefits than those with a 4+/8+ (or worse) S&A!
Look on the bright side: a character practically owned by a bank is a walking plot hook... :twisted:Tychus said:So the problem isn't with how skills are distributed, but that it's too easy to recover from mishaps. I've mentioned elsewhere that there should be a cap on medical debt, otherwise with anagathics you can effectively live forever while racking up ever increasing debt.