elsewhere we read:
a typical approach to ct chargen is that skill acquisition is atomized and (semi-)random. this alternate view sees skill acquisition in terms of default skillsets rationally related to career and assignment.
consider the "combat rifleman". one may envision the associated skillset as including rifle, sidearm, combatives, grenades, bayonet, vehicle, combat engineering, tactics, leadership, athletics, etc, all at skill level 0 or 1 depending on the task resolution system being used. perhaps the player may choose certain skills, perhaps two or three, for specialization and thus increased skill level? perhaps such choices define later career opportunities thus defining later skillsets available for acquisition?
would such a system be desireable?
Combat Rifleman should cover not only rifles, but related tools and techniques of basic soldiery: hand grenades, rifle grenades, bayonets and so on.
a typical approach to ct chargen is that skill acquisition is atomized and (semi-)random. this alternate view sees skill acquisition in terms of default skillsets rationally related to career and assignment.
consider the "combat rifleman". one may envision the associated skillset as including rifle, sidearm, combatives, grenades, bayonet, vehicle, combat engineering, tactics, leadership, athletics, etc, all at skill level 0 or 1 depending on the task resolution system being used. perhaps the player may choose certain skills, perhaps two or three, for specialization and thus increased skill level? perhaps such choices define later career opportunities thus defining later skillsets available for acquisition?
would such a system be desireable?
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