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FMA Simple Skills

From: "Andrew Martin" <Al.Bri@x...>
Date: Thu, 19 Aug 1999 16:52:23 +1200
Subject: FMA Simple Skills

I've been thinking about a simple skills system for FMA.
	Each figure can have one speciality skill, such as Demolitions,
Sniping, Communications, Leadership and so on. What the skill allows
the figure to do, is to reroll either their quality dice or the
opposing difficulty dice, but not both, on a skill action.
	This means that the skill can be used to attempt to avoid a
failure
and possible check for fumble when rolling a "1" on the figure's
quality die.
	Using the skill to force a reroll of the target difficulty dice,
means
the figure is more likely to succeed.

Some skills and figures, using an impressionistic MOS:
	Green Sniper, Regular CommsTech, Veteran Leader, Elite Demo.

	For example, the Elite Demo figure is setting a charge to blow a
door
open. Setting the charge is assumed to be of below average difficulty,
so a D6 is chosen and rolled as the difficulty. The Elite Demo figure
rolls their quality die, a D12. Say, the D12 result is a "1", while the
difficulty D6 is a "3". Normally this would be a check for a fumble. A
fumble result might mean the charge blows up the demo expert rather
than the door. Not wanting this, the player rerolls the D12, using the
Demo skill, and lets the second result be the success or failure
result.
	So a figure having a skill means that the figure is more likely
to
succeed in the chosen task that relates to that skill.

I welcome comments, additions, suggestions and enhancements.

Andrew Martin
Pointillist...
Al.Bri@xtra.co.nz
http://members.xoom.com/AndrewMartin/
Online @ 33,600 Baud!
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