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Branches in Basic CT CharGen

Ranger

SOC-12
This goes back to the thread that E 2-4601 started about his efforts to rework the basic CT CharGen with some advanced elements included. One of the things he mentioned was including branch specific skill tables for some of the careers.

My suggestion is instead of building a separate table for each branch (1-6 possible), make one large combined service skill table (1-10 possible) for the entire service, and use ranges within the table for each branch.

So, here is my Army Service Skill table example:

1 Computer
2 Gunnery
3 Mechanical
4 Heavy Weapons
5 Gun Combat
6 Forward Observer
7 Recon
8 Melee Combat
9 Tactics
10 Leadership

Branch Modifiers: Field Arty 0, Armor/Cav +1, Infantry +2, Commando +3, Rank E3/O2 or above +4

It's still a work in progress, but let me explain the logic behind it.

My take is that at the CT level of resolution, there should be some differentiation between the branches, but also a huge amount of overlap. Each branch should probably have a specific set of skills, but most of those specific skills will be shared with other branches which are similar, but not identical to the others.

So, the logic of the table is set up this way. There is a core set of “Infantry” skills that all the branches are going to share, but they get differentiated from there. FA gets the computer skill because of the Fire Direction Center. Other than that, it is pretty much identical to Armor/Cav with big vehicles mounting big guns. Armor/Cav doesn't get the Computer skill, but picks up Recon (because of the Cav Scout part of the branch). Infantry, Armor/Cav, and FA all get Mechanical because the troops are going to spend a lot of time working on their vehicles. On the other end, Commandos loose the Mechanical skill because they are primarally light troops, but pick up Tactics because they work in smaller groups, so the lower level troops have to learn tactics. Leadership is available to Squad Leaders or Company Commanders and above because the lower level troops and the new LTs should be focused on learning their branch skills.

So, that feels about right for a CT style system to me (and it should save enough space to make room for schools :D ).
 
This goes back to the thread that E 2-4601 started about his efforts to rework the basic CT CharGen with some advanced elements included. One of the things he mentioned was including branch specific skill tables for some of the careers.

My suggestion is instead of building a separate table for each branch (1-6 possible), make one large combined service skill table (1-10 possible) for the entire service, and use ranges within the table for each branch.

So, here is my Army Service Skill table example:

1 Computer
2 Gunnery
3 Mechanical
4 Heavy Weapons
5 Gun Combat
6 Forward Observer
7 Recon
8 Melee Combat
9 Tactics
10 Leadership

Branch Modifiers: Field Arty 0, Armor/Cav +1, Infantry +2, Commando +3, Rank E3/O2 or above +4

It's still a work in progress, but let me explain the logic behind it.

My take is that at the CT level of resolution, there should be some differentiation between the branches, but also a huge amount of overlap. Each branch should probably have a specific set of skills, but most of those specific skills will be shared with other branches which are similar, but not identical to the others.

So, the logic of the table is set up this way. There is a core set of “Infantry” skills that all the branches are going to share, but they get differentiated from there. FA gets the computer skill because of the Fire Direction Center. Other than that, it is pretty much identical to Armor/Cav with big vehicles mounting big guns. Armor/Cav doesn't get the Computer skill, but picks up Recon (because of the Cav Scout part of the branch). Infantry, Armor/Cav, and FA all get Mechanical because the troops are going to spend a lot of time working on their vehicles. On the other end, Commandos loose the Mechanical skill because they are primarally light troops, but pick up Tactics because they work in smaller groups, so the lower level troops have to learn tactics. Leadership is available to Squad Leaders or Company Commanders and above because the lower level troops and the new LTs should be focused on learning their branch skills.

So, that feels about right for a CT style system to me (and it should save enough space to make room for schools :D ).
 
Originally posted by Ranger:
Branch Modifiers: Field Arty 0, Armor/Cav +1, Infantry +2, Commando +3, Rank E3/O2 or above +4
If you are Rank E3 in the Commando branch, your maximum possible result would be 13 (6 maximum roll, +3 for Commando, +4 for rank). You should either reduce the bonus for command or extend the table up to 13. Or are bonuses non-commulative?
 
Originally posted by Ranger:
Branch Modifiers: Field Arty 0, Armor/Cav +1, Infantry +2, Commando +3, Rank E3/O2 or above +4
If you are Rank E3 in the Commando branch, your maximum possible result would be 13 (6 maximum roll, +3 for Commando, +4 for rank). You should either reduce the bonus for command or extend the table up to 13. Or are bonuses non-commulative?
 
Sorry for the confusion. You get either the branch bonus or the Leader bonus, not both. The idea is that once you hit a certain level, your focus shifts from the technical aspects of your branch to the leadership asspects, so a commando who makes E3 should roll with the leader mod, not the branch mod. E3 is kind of a low cut off, but Squad Leader level feels about right, though maybe E4 would work better, giving you two or three terms on the branch table before moving up to the Leader table. Of course that depends on how easy it is to get promoted.
 
Sorry for the confusion. You get either the branch bonus or the Leader bonus, not both. The idea is that once you hit a certain level, your focus shifts from the technical aspects of your branch to the leadership asspects, so a commando who makes E3 should roll with the leader mod, not the branch mod. E3 is kind of a low cut off, but Squad Leader level feels about right, though maybe E4 would work better, giving you two or three terms on the branch table before moving up to the Leader table. Of course that depends on how easy it is to get promoted.
 
You could even allow the player to PICK the bonus to be used AFTER the roll. That would allow some customization while still keeping it basically random.

The "Pick your DM after rolling" is an old IMTU thing that I used to give the players more choice. For random characters, I always used the highest bonus and let the rolls go where they would.
 
You could even allow the player to PICK the bonus to be used AFTER the roll. That would allow some customization while still keeping it basically random.

The "Pick your DM after rolling" is an old IMTU thing that I used to give the players more choice. For random characters, I always used the highest bonus and let the rolls go where they would.
 
That works.

There are still a couple of things I am trying to figure out with it. One is the that Melee clearly fits Infantry and Commando branches, but I'm not sure about the leader part. I could just hand waive it by saying leaders are encouraged to train in marshal arts to improve mental and physical dicipline.

Another issue is basic training skills. It bothers me that Armor/Cav troops don't get Vehicle, considering that is a big part of the branch. A troopers first job is probably going to be driver, given that the loader position is going to go away with tech advances. So, instead of giving everyone Combat Rifleman as their basic skill for Army, they should be a little more branch specific.

FA - Gunnery
A/C - Vehicle
Inf - Combat Rifleman

I know Employee 2-4601 had a method worked out for how you got to go into Commando branch, but I don't recall what it was, and that post was lost in the sacrifice to the migration gods.
 
That works.

There are still a couple of things I am trying to figure out with it. One is the that Melee clearly fits Infantry and Commando branches, but I'm not sure about the leader part. I could just hand waive it by saying leaders are encouraged to train in marshal arts to improve mental and physical dicipline.

Another issue is basic training skills. It bothers me that Armor/Cav troops don't get Vehicle, considering that is a big part of the branch. A troopers first job is probably going to be driver, given that the loader position is going to go away with tech advances. So, instead of giving everyone Combat Rifleman as their basic skill for Army, they should be a little more branch specific.

FA - Gunnery
A/C - Vehicle
Inf - Combat Rifleman

I know Employee 2-4601 had a method worked out for how you got to go into Commando branch, but I don't recall what it was, and that post was lost in the sacrifice to the migration gods.
 
Originally posted by Ranger:
I know Employee 2-4601 had a method worked out for how you got to go into Commando branch, but I don't recall what it was, and that post was lost in the sacrifice to the migration gods.
Throw Enlistment a second time to enter the Commando branch. It is inspired by Ken Pick's artcile here.
 
Originally posted by Ranger:
I know Employee 2-4601 had a method worked out for how you got to go into Commando branch, but I don't recall what it was, and that post was lost in the sacrifice to the migration gods.
Throw Enlistment a second time to enter the Commando branch. It is inspired by Ken Pick's artcile here.
 
Thanks! That sounds about right for dificulty. You can make it into the Ranger Regiment direct enlistment, but it isn't easy. There are not many slots open, then once you are in, you have to make it though Basic, Jump School, and RIP (Ranger Induction Program) which is a 2 or three week weed out program. I would guess that only about 50-60% that enlist for it actually make it into the Regiment. Those that don't just end up in the 82nd Airborne as paratroopers. So, I would guess that anyone who tried to enlist Commando and failed the second roll would end up in the Infantry branch.
 
Thanks! That sounds about right for dificulty. You can make it into the Ranger Regiment direct enlistment, but it isn't easy. There are not many slots open, then once you are in, you have to make it though Basic, Jump School, and RIP (Ranger Induction Program) which is a 2 or three week weed out program. I would guess that only about 50-60% that enlist for it actually make it into the Regiment. Those that don't just end up in the 82nd Airborne as paratroopers. So, I would guess that anyone who tried to enlist Commando and failed the second roll would end up in the Infantry branch.
 
How about extending this idea to all the skills tables? Something like this....

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Personal Service Advanced Adv Ed
Roll Development Skills Education (Edu 8+)
0 Streetwise Gravitics Demolition Cbt Eng
1 +1 Str Computer Vehicle Medical
2 +1 Dex Gunnery Mechanical Tactics
3 +1 End Mechanical Electronics Tactics
4 Streetwise Hvy Wpns Tactics Computer
5 +1 Edu Gun Cbt Gun Cbt Leader
6 Brawling Fwd Obs Leader Admin
7 +1 Edu Recon Melee Cbt Recon
8 +1 Soc Melee Cbt Recon Battle Dress
9 +1 Soc Tactics Battle Dress Leader
10 +1 Soc Leader Demolition +1 Edu</pre>[/QUOTE]DMs: Arty(+0), Cav(+1), Inf(+2), Cmdo(+3), Support(-1), Rank E5+/O5+ (+4). DM's not cumulative, player may pick which one will apply (if more than one does apply).
 
How about extending this idea to all the skills tables? Something like this....

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Personal Service Advanced Adv Ed
Roll Development Skills Education (Edu 8+)
0 Streetwise Gravitics Demolition Cbt Eng
1 +1 Str Computer Vehicle Medical
2 +1 Dex Gunnery Mechanical Tactics
3 +1 End Mechanical Electronics Tactics
4 Streetwise Hvy Wpns Tactics Computer
5 +1 Edu Gun Cbt Gun Cbt Leader
6 Brawling Fwd Obs Leader Admin
7 +1 Edu Recon Melee Cbt Recon
8 +1 Soc Melee Cbt Recon Battle Dress
9 +1 Soc Tactics Battle Dress Leader
10 +1 Soc Leader Demolition +1 Edu</pre>[/QUOTE]DMs: Arty(+0), Cav(+1), Inf(+2), Cmdo(+3), Support(-1), Rank E5+/O5+ (+4). DM's not cumulative, player may pick which one will apply (if more than one does apply).
 
An interesting idea.

Unfortunately, your table didn't completely survive the upload.

I left support off because I really didn't see how I could work it into the concept. Fitting the combat arms into one table was not too much work, but I really don't see how a Quartermaster trooper gets gunnery skill. Heavy weapons, sure, they have them on their vehilcles for security on convoys, but gunnery, I just don't see it.

Is Battle Dress a in the basic Army skill tables? I thought is was pretty much a Marine thing, but I could be wrong there. I won't have access to my stuff for about a week and a half at this point.
 
An interesting idea.

Unfortunately, your table didn't completely survive the upload.

I left support off because I really didn't see how I could work it into the concept. Fitting the combat arms into one table was not too much work, but I really don't see how a Quartermaster trooper gets gunnery skill. Heavy weapons, sure, they have them on their vehilcles for security on convoys, but gunnery, I just don't see it.

Is Battle Dress a in the basic Army skill tables? I thought is was pretty much a Marine thing, but I could be wrong there. I won't have access to my stuff for about a week and a half at this point.
 
I was building my tables from the MT character generation tables, which has the cascade skill Special Combat which has Battle Dress as one of the options. If you don't like having it, you could always change it.

As for the Support types having skills like Gunnery, they do have to fix those weapons when the combat troopers bust them, so they probably know a little about how they work.

But mostly I was just suggesting extending the idea to all the skill tables.
 
I was building my tables from the MT character generation tables, which has the cascade skill Special Combat which has Battle Dress as one of the options. If you don't like having it, you could always change it.

As for the Support types having skills like Gunnery, they do have to fix those weapons when the combat troopers bust them, so they probably know a little about how they work.

But mostly I was just suggesting extending the idea to all the skill tables.
 
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