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 FFG 40k Skills - Pros and Cons

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Iron and Metal
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PostSubject: FFG 40k Skills - Pros and Cons   Sat May 12, 2018 10:07 am

Hey, all. I think we need to get into some more in depth discussions about SKILLS. Those great things that all PCs have and with which they excel and/or completely suck ass.

I don't mind if this thread evolves into a more general discussion on skills across various systems. If so, I will change the title accordingly. But for now, I wanted to talk about 40k skills since those games are most prevalent on this site.

First things first, I am a huge fan of the updated skill systems (Black Crusade, Dark Heresy 2nd, and Only War). I think they streamline abilities much more conveniently. However, I also feel that in some spots they are lacking.

The one skill I have an issue with is DEMOLITIONS. In the newer systems it is folded into SECURITY. I went back on forth on whether or not this is a good idea. Ultimately, I have decided to keep it a separate skill. For one, I think that too many functions folded into one skill is overpowering (See: TECH USE). But it also allows for less character customization. If someone wants to build a demo expert, they shouldn't also necessarily be an expert in security systems. This becomes especially important in high-level games where PCs have a lot of XP to spend. I think more things to spend it on allows them to naturally gravitate away from power-gaming.

OK, back to grading papers. Thoughts?
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PostSubject: Re: FFG 40k Skills - Pros and Cons   Fri May 18, 2018 10:51 am

GMs.... think and ponder less and argue with me more.
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PostSubject: Re: FFG 40k Skills - Pros and Cons   Fri May 18, 2018 12:23 pm

It's just a lot of work figuring out how to integrate demo into the game again once it's been removed.

What roles or backgrounds etc. give you access to it at the start of the game? Who has access to it later in the game? What's the xp cost?

Might be easier in the Dh2 system than others, but....

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PostSubject: Re: FFG 40k Skills - Pros and Cons   Fri May 18, 2018 12:40 pm

DH2/Only War/Black Crusade all use the aptitude system. So you just need to assign the two aptitudes that fit and bam, new skill with XP prices already figured out.

Here's what I've done in my Only War/Tau games:

- Demolitions ("New" Skill; Aptitudes: Intelligence/Tech): Demolitions will no longer be covered under the Tech-Use skill. If you want to attempt demo tests, you will need to purchase it separately. Demolition covers everything from laying mines, to defusing bombs, to jerry-rigging grenades together.
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PostSubject: Re: FFG 40k Skills - Pros and Cons   Sat May 19, 2018 3:31 pm

Playing devils advocate, does having it Intelligence/Tech make it accessible for solider types? Perhaps Intelligence/Fieldcraft might be better?

For me its more of a solider/scout type skill as opposed to the Tech Priest will be best at this. I'm generalising of course.
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PostSubject: Re: FFG 40k Skills - Pros and Cons   Sat May 19, 2018 3:33 pm

So long as you hand it out to characters that would have it to start where appropriate. I dont see any DH characters starting with it (maybe some rare cases), but seems like some BC and OW characters should definitely start with it.

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PostSubject: Re: FFG 40k Skills - Pros and Cons   Sat May 19, 2018 5:37 pm

Carn wrote:
Playing devils advocate, does having it Intelligence/Tech make it accessible for solider types? Perhaps Intelligence/Fieldcraft might be better?

For me its more of a solider/scout type skill as opposed to the Tech Priest will be best at this.

That is a good point, Dave. I'm justifying tech because this could be anything from a handful of rigged grenades (Fieldcraft/Intelligence) to disarming a nuclear detonator (Tech/Intelligence).

Maybe the answer is making it a Tech/Fieldcraft skill that is dictated by a PCs intelligence score. So it looks like Demolitions (Int). That way it takes in all three aspects into account.

Bob wrote:
So long as you hand it out to characters that would have it to start where appropriate. I dont see any DH characters starting with it (maybe some rare cases), but seems like some BC and OW characters should definitely start with it.

You know, because I haven't had any starting OW players in a while, it hasn't come up and I haven't had to think about it outside of "how much should it cost" so that my veterans can just start purchasing it. But yeah, that would definitely need some thought.

Off the top of my head - Only War (Weapons Specialist, Operator, Ratling as an option, Storm Trooper as an option).
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PostSubject: Re: FFG 40k Skills - Pros and Cons   Thu Jun 21, 2018 11:07 am

Just to breathe some life back into this, across any system (Dnd, Pathfinder, 40k, Savage Worlds) what skills shine? Which ones fail completely?


Even broader, what skills to all PCs NEED to have?
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