Thursday, 29 January 2015

Fivecore 2. How characters work now

A few people had some heartburn when I started talking about classes and levels for fivecore. Are you getting D&D in my miniatures game?

Not at all, but let me explain what it's going to look like:

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1: The average figure on your table is still likely to be a "goon". That term was first introduced in Five Parsecs From Home and is basically FiveCore talk for a normal guy/girl/alien/droid with no special skills or abilities whatsoever.

Essentially, if the rules say a certain thing happens, then that's what happens for a goon.

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2: Figures can have Benefits. You could say these are "stats" but they are basically just modifiers to either Movement, Sprinting (random moves) or Brawling rolls.

A lot of skills exist now that give something like +1 movement or +1 to brawling rolls.
Now I can just write "Move +1, Brawl +2" and be done with it.
Simpler and more consistent.

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3: Characters have a "Level". This is just a measure of how many bonuses or skills a figure has.
So if you take a character from your current campaign and they have 3 skills now, they'd be level 3.

Putting a term to it means it's a little easier to figure out how to set up pick-up games for example. You can agree that each player gets 5 levels to distribute.

When a goon gets an "advance", they become level 1.
Levels don't indicate any other in-game elements though there'll be an option for higher level characters having a better chance surviving post-game injuries.

Like the benefits, all this is essentially how things already work, it's just putting it down on paper.

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4: When a goon becomes a character, they select a class. Classes are collections of skills. This basically means that characters are likely to get skills related to their role and avoids situations like a heavy weapons guy getting a close combat skill.

As an example, the advancement roll for the Assault class looks like this:
Assault advancement table
1 +1 Brawl Benefit
2 General skill

3-6 Assault skill

And the Assault skill list looks like this

1 Assault
2 Aggressive
3 Close combat drill
4 Evasive movement
5 Brave
6 Iron Jaw

The core rules will have 7 infantry classes and 2 vehicle crew classes. Future setting and campaign supplements can easily add more.
I haven't done the general skill list yet but I imagine 10 or so. I'd rather pick out 10 great skills than 20 mediocre ones. We'll see though.


I hope that all looks pretty cool :-) 
A lot of this revision is standardizing things that everyone has been doing already, and making it far easier to make settings, scenarios and campaigns (which is what everyone is asking me for :) ).

The rules will also include the contributor guide from the Grab Bag, so people will have permission to create FiveCore scenarios themselves and sell them.