When my group played our adventures, we noticed that there were frequently times when only one or two people had anything to do, and other times when several could do the task, but one was clearly better at it.
In other words, the random nature of assigning skills left a hodge-podge of characters.
My son and I talked about it, and we think the reason is because character creation is unfocused. In other words, if you want to be an engineer, you roll on the skill column with engineer in it, and hope you roll the right number.
In real life, you target a skill and when you're done training, you "have" that skill.
So, we wanted a system where players could tune their characters to be what they wanted, yet still have a measure of randomness to it.
So, we thought that characters would begin to "learn the system" while being generated, and thus should have higher odds of getting what they targeted the more time they've been rolling on that table.
So, instead of picking a column and rolling a six-sider, they would roll a number of six-siders, based on how many previous times they've rolled on that column.
Using Scout as an example, let's say our hero wants to be very good at survival. So, he chooses to roll on column 4 Exploration. This has
Then he gets to roll two dice and pick his favorite. The number keeps going up, and is tracked by the column. Eventually, he should roll a 3, but he continues to add dice to the rolls as long as he keeps rolling on that table.
So, it keeps a measure of randomness in the system, but also allows a character to tailor his character better.
The same system would be used on all the columns, but the number of dice he gets to roll is tracked by column. Another option is to allow the starting number of dice be 2 when rolling on a different column (in the same profession). After all, processes don't change THAT much between divisions.
What are your thoughts?
In other words, the random nature of assigning skills left a hodge-podge of characters.
My son and I talked about it, and we think the reason is because character creation is unfocused. In other words, if you want to be an engineer, you roll on the skill column with engineer in it, and hope you roll the right number.
In real life, you target a skill and when you're done training, you "have" that skill.
So, we wanted a system where players could tune their characters to be what they wanted, yet still have a measure of randomness to it.
So, we thought that characters would begin to "learn the system" while being generated, and thus should have higher odds of getting what they targeted the more time they've been rolling on that table.
So, instead of picking a column and rolling a six-sider, they would roll a number of six-siders, based on how many previous times they've rolled on that column.
Using Scout as an example, let's say our hero wants to be very good at survival. So, he chooses to roll on column 4 Exploration. This has
- Survey
- Survival
- Hostile Environment
- Animals
- Vacc Suit
- Navigation
Then he gets to roll two dice and pick his favorite. The number keeps going up, and is tracked by the column. Eventually, he should roll a 3, but he continues to add dice to the rolls as long as he keeps rolling on that table.
So, it keeps a measure of randomness in the system, but also allows a character to tailor his character better.
The same system would be used on all the columns, but the number of dice he gets to roll is tracked by column. Another option is to allow the starting number of dice be 2 when rolling on a different column (in the same profession). After all, processes don't change THAT much between divisions.
What are your thoughts?