I've recently been reading over the rules for FMA, and after hearing some
discussion here on the list. I can't wait to give it a shot. One of the most
intresting aspects I found was that of character skills, which was only
briefly touched on. I really liked the idea of characters specializing in
certian areas which would allow them to complete their mission goals much more
concisley, or with more flash and flair.
While I can't point to a specific page number for your refrence I can tell you
the use of Skills is disscussed in the section titled "Actions and
Activations". In this section the only skill which John address specificaly is
"Weapons Skill". This got me to thinking what other skills could be assigned
to characters. Here are a few ideas off the top of my head. Has anyone else
considered the use of skills?
Driver - used to perform complex vechiel manuvers or when crossing
difficult terrian
Demolitions / Combat Engineer - blowing things up and not blowing
yourself up in the process
Mechanical Engineer - repairing broken machinery
Electrical Engineer - mucking around in electrical syst
Computer Specialist - hacking systems
First Aid / Medic - reviving wounded ?
Communications Specialist - communicating with off table assets, or the
like
Fanatical - not eassily suppressed
I like the idea of the "reroll" for skills. Though I think you should limit it
to your quality die. You really should only be able to compensate for your own
incompetence, not for the other sides good
luck/planning by them getting a good die roll.
It makes for a simple mechanic, applies to most things, and prevents elites
from botching tasks 8% of the time...
Also, note that (I don't know if it was mentioned) this works well with the
concept of a task system where all tasks can be described. Many are trivial,
and therefore don't require a roll (firing your rifle, pulling a pin on a
grenade). But for others....
Very Simple Task d4 Simple Task d6 Average Task d8 Difficult Task d10 Very
Difficult Task d12
This gives to additional things like: Do the task slowly and carefully: reduce
task difficulty one level Do it in a hasty fashion: increase task difficulty
one level Do it under pressure (Try soldering while being shot at): increase
task difficulty one level
Do it with expert-system or similar assistance (advice, help files,
etc): reduce task difficulty one level Attempt task without appropriate skill:
two levels more difficult
Your skill ratings could be Unfamiliar d4 Basic d6 Normal d8 Advanced d10
Master d12
We can have task descriptions (TPs for task profiles) TP: To Treat A Wounded
Person, Normal Task, Medical Skill (Req'd) (Stabilize casualty) TP: To Treat A
Wounded Alien, Difficult Task, Medical Skill (req'd) TP: To Set A Demo Charge,
Very Easy Task, Demo Skill (req'd) (set
standard pre-made charge)
TP: To Tamp A Custom Charge, Normal Task, Demo Skill (req'd) TP: To Defuse A
Charge, Difficult Task, Demo Skill (req'd)
You could also use it to describe opposed rolls. TP: To Defuse A Charge
(version 2.0), Difficult Task, Demo Skill (opposed roll).
For this, you'd roll your skill die versus the charge placer's skill die. If
you beat the other roll, the task becomes one level easier. If you fail by
more than half, the task becomes one level more difficult.
<Just a thought - suddenly we have a framework for character skills in
FMA for heroic characters or the basis for an RPG skill system...>
So we can easily represent things like Medic Skill, Demolitions Skill, etc.
So now we have: Jim Bob Clem (Confederate States Combat Medic), Pvt.
Motivation and Quality: Regular-2
Kit: Standard CS Assault Rifle (2 clips), 2 grenades. Skills: Normal Medic
or Donald "BigBoom" McBride (NAC Demolitions Expert), Warrant Officer.
Motivation and Quality: Veteran-1
Kit: Standard NAC Sidearm (2 clips), heavy duty bomb-resistant armour
(d12), demo kit. Skills: Advanced Demolitions
My brain is overheating.... time to go do some figure painting.
Hello, There has been a lost of talk regarding how to incorporate skills into
the figures on an FMA table. While working on an FMA system for a Role Playing
Game, here are some thoughts on the basic generic figures.
Primary Skills: These are the primary skills used by the soldier daily and
have a skill level equal to the figures' quality level.
Secondary Skills: These are Skills that are not used as much but are part of
the figures normal military training. These can include cross training of the
military member. The figure has a skill level in this are equal to one die
down from the quality level.
Tertiary Skills: These are Skills that are just generally familiar to the
soldier and may have been covered in Basic Training but are not reinforced
regularly by the training received.
Infantryman: Primary Skills: Rifle if rifle man, SAW if team gunner, Combat
Movement, Grenade, HTH combat. Secondary Skills: Saw if Rifle man, Rifle if
team gunner, Communications, Leadership, Explosives, First Aid, Recon.
Tertiary Skills: Vehicle Driving, Combat Engineering, Forward Observer.
Combat Engineer: Primary Skills: Combat Movement, Explosives, Explosives
Removal, Trap building and removal, Recon Secondary Skills: Rifle, Grenade,
HTH combat, First Aid. Heavy Weapon if gunner. Leadership.
Tertiary Skills: Vehicle Driving, Forward Observer
Medic: Primary Skills: Medic, Combat Movement
Secondary Skills: Rifle/pistol, HTH combat
Tertiary Skills: Vehicle Driving, Forward Observer, communications,
leadership.
Platoon Leader: Primary Skills: Combat Movement, Communications, Forward
Observer, Leadership Secondary: Rifle, Grenade, HTH combat, first Aid.
Tertiary Skills: Vehicle Driving,
You may not agree with my associations of skills, but you probably agree that
some skills are used more than other by particular troops. I think that a
system like this would enable players to quickly determine the skill level of
the particular figure in play and determine what die to use quickly based on
the skill and the type of squad purchased at the beginning of the game.