Character Creation vs. Campaign Progression; Inquisimunda Unleashed

Lysimachus

Ganger
May 15, 2016
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London
Hey all, not sure if this is really the right place for this post, it's a more general comment on the concept of Inquisimunda as a whole, so might be more suited to a separate discussion? Mods, feel free to move it out if you think it's more appropriate.


Personally speaking, my feeling is that the core goal of Inquisimunda as a game is to enjoy the variety, character building and RPG fun of Inquisitor with the tabletop rules simplicity of Necromunda. With that in mind, the question I'm raising is: should our Inquisimunda ruleset focus more on character creation vs. character progression?

Firstly, I'll highlight my reasoning from a fluff perspective. Necromunda is entirely suited to a campaign based progression system, taking a group of young punks and exploring their adventures, all the good and bad experiences they go through, the skills they learn and the injuries they suffer as they grow to be legends of the Underhive.

Inquisitor (and by extension, Inquisimunda) is not like this. Here the fluff states that each Inquisitor (or Leader of whatever type) gathers what is essentially a group of specialists, typically highly trained/experienced veterans at the top of their respective fields. This means that these characters are already very good at what they do, but conversely means that it is probably harder for them to learn new abilities.

To my mind, this suggests that the options given at the warband creation stage should be more open and extensive - perhaps allowing players to purchase multiple increases/skills (within reason!) rather than just one or two - but that progression through the course of a campaign should be harder, or even not included at all.

I think this makes more sense from a balanced ruleset perspective too. By including options for species, skills, stat increases and expanded equipment at the warband creation stage (which, to be clear, I wholeheartedly agree should ALL be included for the fluff reasons above) we vastly increase the complexity of the 'standard' gangs. Then when you add in the campaign progression system, that complexity gets even harder to predict or balance. But by leaving campaign rules out, or at least leaving them as a list of suggestions for individual GMs to create for their own campaigns/players, we would be able to simplify the whole process?

That follows the precedent set by Inquisitor. You're free to create whatever character/group you want, with whatever stats, guns, skills you want. Of course, if you then want to picture that same character/group at a later (or earlier) point in their lives, you can also do that by modifying them up or down when you design their profiles. This also does away with the problem of how to include Gang Ratings, Underdog bonuses, etc. Once you decide a TG limit, you should get a reasonably balanced game.

Of course, there are issues with this approach:

The Ready Reckoner used for points in the Inquisitor Rulebook is a little too simplistic and open to abuse, but that could perhaps be solved by having some form of scaling costs* for stats/skills to prevent players from building super-specialised-but-still-cheap unbeatable monsters.

*as an idea, something along the lines of: if you had purchased a BS upgrade, then you'd pay an additional premium if you wanted to buy a second BS upgrade/shooting skill, and a further, even higher premium if you then selected a third shooting-related upgrade.

Such a system also makes having a GM (or at very least, two players who are more interested in telling a story and having fun rather than winning at all cost) much more helpful. To be honest though, Necromunda, Inquisitor and Inquisimunda have - imho - always been the kind of games where that is true.


Anyway, that's just my thoughts on what Inquisimunda as a concept is all about, and how we could go about implementing that as a ruleset, and figured it was worth throwing out for discussion while we're at this early stage of adapting the N17 rules.



Tl;dr - Should we allow more freedom of options (stats, skills, etc) at warband creation and less at campaign progression?
 
I really liked reading your post, @Lysimachus, and think you are certainly on to some excellent points worth consideration. I would have to agree with your approach that Inquisimunda should have more put into the character creation side, and that the stat and skill increase aspect of Necromunda need not be quite as predominant.

I have a copy of the Dark Heresy RPG book from Fantasy Flight that I was given from a friend. It has been more artwork and mechanics inspiration than something I would pursue playing, but I think it is relevant to what you are saying here. A very significant amount of the very big book is a massive combo-based character creation system that could essentially be sampled over into the I'munda system. An increase to the initial retinue/gang creation budget should act as a natural cap to buying stat increases, and maybe only make specific stat increases available at the beginning to limit Toughness and BS maxing right from the get go. And then I would have to steer towards more difficult advancements post game during a campaign versus downplaying them completely, as these are pretty fundamental to the whole draw of campaign play. It drives the story telling aspects.

Something that could be implemented is having a tiered system of scenario access based on gang rating/retinue rating, so that rather than necessarily just getting more powerful, more skilled, better equipped, and increasing the number of characters in the gang/retinue you could be getting the option to take on scenarios that are more prevalent to an overall campaign plot arc. It could be as simple as exploring a specific area to rid a zombie infestation or whatever parallel example that would fit, and could build in fighting NPCs. Since each player could have the option to pursue different goals as well as challenging one another along the same plot path, you could have matches where two factions of the same goal path would generate higher XP in their matches to represent the conflict in motives and what not, but also that gangs/retinues would not be limited in any way to who they fight. Reach blank amount of gang rating/retinue rating after pursuing blank campaign goal and you get something. Additional territories would be a reward that would be simple yet effective.

Anyways I am just spitballing over coffee this morning so I don't think I need to curtail this into having some linear point, but am generally saying its a damn cool idea.

If anyone can come up with a decent thread title for this sub topic I can move it over to a newly created thread :)
 
Personally speaking, my feeling is that the core goal of Inquisimunda as a game is to enjoy the variety, character building and RPG fun of Inquisitor with the tabletop rules simplicity of Necromunda. With that in mind, the question I'm raising is: should our Inquisimunda ruleset focus more on character creation vs. character progression?

I like this question a lot.

Hopefully the concerns don't end up being contradictory as I think there's room for both. I think we can have an RPG like system like the V3 NCE based approach where you choose your species, choose their position, add advancements and equipment and produce a customer fighter and as well have an N17 style ganger card approach as either an appendix or a separate document for those who want that approach.

For example, in my first testing of N17 Inquisimunda that happened at our gaming group yesterday, I wrote out simple profile sheets for an Ordo Malleus Inquisitor and retinue vs a Nurgle cult already equipped with weapons that appear in N17. I could totally see having these type of ready made profiles available for those who want them. Incidentally psychic powers are going to be a challenge. More on that when the appropriate thread rolls around.

Inquisitor (and by extension, Inquisimunda) is not like this. Here the fluff states that each Inquisitor (or Leader of whatever type) gathers what is essentially a group of specialists, typically highly trained/experienced veterans at the top of their respective fields. This means that these characters are already very good at what they do, but conversely means that it is probably harder for them to learn new abilities.

To my mind, this suggests that the options given at the warband creation stage should be more open and extensive - perhaps allowing players to purchase multiple increases/skills (within reason!) rather than just one or two - but that progression through the course of a campaign should be harder, or even not included at all.

My touch stone keeps being novels that feature inquisitors like the Eisenhorn books, Vaults of Terra, Inquisition Wars and so on. In them I find both people who improve drastically between fight and fight as well as stories where the action is constant and there isn't much change.

Perhaps this could be a dial each gaming group can adjust? Maybe a section about choosing the type of campaign that's wanted? A game about novices becoming heroes or about highly trained specialists doing their thing or about a quick succession of action without much time for reflection, training or whatever, or a galaxy spanning adventure where months of travel time between missions means there's lots of time for practice, training and recuperation?

By including options for species, skills, stat increases and expanded equipment at the warband creation stage (which, to be clear, I wholeheartedly agree should ALL be included for the fluff reasons above) we vastly increase the complexity of the 'standard' gangs. Then when you add in the campaign progression system, that complexity gets even harder to predict or balance. But by leaving campaign rules out, or at least leaving them as a list of suggestions for individual GMs to create for their own campaigns/players, we would be able to simplify the whole process?

I think at the moment we're progressing along what you suggest. We're working on basic profiles by species that will then get modified by the equivalent of an RPG character class and then you'd pick some custom advances and then fully customized equipment.

How the N17 experience system bolts onto that will be something we discover. It's entirely possible that it just won't work as is.

What I'm not advocating for in talking about a more N17 approach with set warbands and then you develop over time like gangers coming of age is forking the project. I think that approach will largely be an appendix or separate document thing. Or maybe part of a getting starting document for people who are knew to this crazy Inquisimunda thing. I know a couple of the local guys asked "where do I begin?!" after reading the first Eisenhorn Trilogy and playing in our first test game.

The Ready Reckoner used for points in the Inquisitor Rulebook is a little too simplistic and open to abuse,

I'm pessimistic about the ability of rules systems to constrain the desires of abusers. I think the solution to those issues are largely social. It's about someone doing something inappropriate to the campaign. The only balance issues I'm looking to address are accidental ones. Check out this article from Wired from a decade or so entitled "Killjoy Cooking with the Dungeons & Dragons Crowd."

https://www.wired.com/2008/06/alttext-0618/

"Posted: 12:48 a.m. by Goku1440 I found an awesome loophole! On page 242 it says "Add oregano to taste!" It doesn't say how much oregano, or what sort of taste! You can add as much oregano as you want! I'm going to make my friends eat infinite oregano and they'll have to do it because the recipe says so!"

I think it's fair to say though, that the current default approach of species->class->advances->equipment is in line with what you are talking about.

Something that could be implemented is having a tiered system of scenario access based on gang rating/retinue rating, so that rather than necessarily just getting more powerful, more skilled, better equipped, and increasing the number of characters in the gang/retinue you could be getting the option to take on scenarios that are more prevalent to an overall campaign plot arc.

OMG! :eek: Cooperative campaign supplement? Like how the Fantasy Flight Imperial Assault game can be played with an app controlling the Imperial players. But maybe with simple rules about how the opposing force acts and some random tables or something. Like Warhammer Quest. Or the cooperative Warhammer Quest or Lord of the Ring card games.

But this would also probably work in a non cooperative mode as well. Like with your ideas about being at cross purposes or even outright hostilities between the warbands.

Anyways I am just spitballing over coffee this morning so I don't think I need to curtail this into having some linear point, but am generally saying its a damn cool idea.

If anyone can come up with a decent thread title for this sub topic I can move it over to a newly created thread :)

I'm like a million miles away from being ready to work on something like this, but I too think it's an awesome idea. Also, with Labyrinth of the Necrons turning out to be a Space Marine Adventures kids boardgame, a couple local players have been talking about making their own 40kQuest (what they were hoping the necron board game was going to be) and perhaps there's some sort of N17 Inquisimunda tie in there. Maybe I can get them to start thinking about their experience with other "frenemy cooperative" type board games and how that might meld with what we are doing with our N17 Inquisimunda playtesting.
 
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Very good points, both of you, and thanks for taking my rambling comments on board!

I was originally more inclined towards cutting out the campaign stuff entirely (a la Inquisitor), but after reading your responses I do now have to admit it's such a key part of the fun of Necromunda that it would be a shame to lose it from I-Munda.

Looking back at the v2/v3.0 warband creation ideas, maybe a simpler way of doing things would be to just allow more upgrades/skills to be purchased, allowing a player to add more needed flavour to their creations?

Based on those warband creation bits, perhaps bump a Leader up to something like 4 or 5 (optional) Additional Advances, give Champions/Elites 3, Warriors 2 and Initiates 1 or even none (they are the newb types after all). That would give a little more flexibility in choosing skills to represent a character's strengths and abilities?

Further to that, these skill choices (plus whatever equipment chosen) could be used to represent particular 'classes' of character, i.e. giving a Champion or a Warrior an Int boost or techno related skill or 2, plus a servo-arm would be one way to depict an AdMech Magos?

Edit: This could also be a way to include Psykers, you could make one of the upgrade/skill choices be Psyker and then select 1 from a list of powers?

Then further upgrades could still be possible through campaign rewards, but make them somewhat harder to achieve?

Of course, I agree that there should be limits to certain stats, perhaps (like in v2) maximums that a particular species can achieve, thereby avoiding unfluffy things like lightning-fast, balletic Squats or Mensa-membership Ogryns, etc!


By the way, @Chamberlain that Wired article was awesome, very, very funny! :D

Edit edit: @Blood Donor: If you think this works better as a separate thread, maybe just call it: N17 Inquisimunda: Character Creation vs. Campaign Progression?
 
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Looking back at the v2/v3.0 warband creation ideas, maybe a simpler way of doing things would be to just allow more upgrades/skills to be purchased, allowing a player to add more needed flavour to their creations?

Sort of like an extra stage after you do "species > position > advances" where you can pick and modify from a larger menu of options?

It should be easy enough. Though the more options the greater chance you can accidentally break things by pushing too far in one direction or another. I'm totally cool with that being the responsibility of the players and the person monitoring the campaign to take care of though.

Based on those warband creation bits, perhaps bump a Leader up to something like 4 or 5 (optional) Additional Advances, give Champions/Elites 3, Warriors 2 and Initiates 1 or even none (they are the newb types after all). That would give a little more flexibility in choosing skills to represent a character's strengths and abilities?

I'm also fine with keeping these customizations as advances from the positions as well. I'm up for whatever.

Further to that, these skill choices (plus whatever equipment chosen) could be used to represent particular 'classes' of character, i.e. giving a Champion or a Warrior an Int boost or techno related skill or 2, plus a servo-arm would be one way to depict an AdMech Magos?

Edit: This could also be a way to include Psykers, you could make one of the upgrade/skill choices be Psyker and then select 1 from a list of powers?

We have our first Psyker type ability that I can see in the new Genestealer Cult rules for N17. They basically just made them special rules that take the spot of a Secondary skill. So that's totally in line with what you are talking about.

I see what you mean about the AdMech characters. They probably need something like that.

Then further upgrades could still be possible through campaign rewards, but make them somewhat harder to achieve?

Of course, I agree that there should be limits to certain stats, perhaps (like in v2) maximums that a particular species can achieve, thereby avoiding unfluffy things like lightning-fast, balletic Squats or Mensa-membership Ogryns, etc!

For sure. If someone wants to make the original bone'ead test subject who is now and Ogryn genius I guess they can do that, but maybe only knowing that they are stepping outside the bounds of normal to do something special rather than it being a natural part of the build system?

I'm also fine with a slower progression system in the main rules and an appendix for faster improvement. Or vice versa.
 
@Lysimachus Thank you very much for your idea of pushing inquisimunda far beyond the ruleset of Necromunda. To tell the truth, I was initially dragged into this deeper 40k universe by inq28, with more RPG flavor and more freedom to create characters with rich background stories. It seems there is actually no "easy" way to start this playstyle. With inquisimunda (V2.0/V3.0), there was an active community! With N17, there is an opportunity for a fresh start.

So, if I sum up your ideas, guys:
1. @Lysimachus : to prevent a split of the community effort, maybe we could add a section to N17 inquisimunda. 2 playstyles (inspired by 40k 8th ed):
- a "matched play" where you choose your warband, fighters, species, etc... according to designed limits and with a campaign progression system similar to the N17 one;
- an "open play / narrative play" where you build your own fighters, without limits but your imagination and your willing to drive your fighters creation process according to fluff. I suggest we include this style into an add-on of inquisimunda N17, with a "generic" warband position profiles set. It could be just a one page document, where you expose a cost for every characteristic increase and have access to everything. May I suggest the name "Inquisimunda Unleashed" ? (something like that to better reflect the full freedom). Maybe in this system we can get rid of any progression system, since you can represent this by designing a "new" fighter each battle to better represent this fighter at a different time.​

2. @Blood Donor : I really like your idea of a tiered system of scenarios! Do you think we need to replace the N17 campaign system or propose an alternative scenarios system ?​

3. @Chamberlain : we could adopt an addendum of ganger style cards to play game with first time player in mind. It would be a more ready to go approach .​
 
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I think it's a great idea to have a separate module for another way to play. I don't think we should use GW's terms from their three ways to play as matched play is usually associated with pick up games and tournaments. I take your meaning though.

So "Inquisitor Unleashed"

I've only done one campaign with N17 so far. Since then we've been doing sort of an open ended thing without much structure. It's been so many years since I played 54mm Inquisitor that I don't even really remember character advancement in that game at all. I'm also not a regular player of Shadow War Armageddon, ORB/LRB/NCE or V2 Inquisimunda (though I have played them all as at least one off games). Prior to the release of Age of Sigmar: Skirmish were were actually using a comic book super hero game called SuperSystem for our inquistor type stuff. Since 8th ed 40k came out, we've been enjoying doing our Inquisitor skirmish stuff with 8th edition 40k, AoS skirmish and house rules. But with zero advancement at all.

I don't really need an XP system for my Inquisitor Skirmish, so I lean more towards what @Lysimachus is saying. I just assumed that N17 Inquisimunda would use the N17 system only because I didn't give it any thought.

In a way, the presentation of N17 Gang War having a separate campaign system with advancement might be our model. Maybe the base game should have the advancement system as a separate thing? N17 has Skirmish and Campaign as its game modes (well, alongside the separate axis of zone mortalis and sector mechanicus) and maybe Skirmish with tons of build options (Inquisimunda Unleashed) meshes with what Lysihachus is talking about (and how I'm likely to use this when it's all done as well)?
 
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I think it's a great idea to have a separate module for another way to play. I don't think we should use GW's terms from their three ways to play as matched play is usually associated with pick up games and tournaments. I take your meaning though.
Maybe we could implement Inquisitor into N17 in a progressive way, each step would be optional but could attract more confident players to further explore the RPG/Story fun side of Inquisimunda. This way, new player could shift from N17 to Inquisimunda Unleashed, smoothly and at will.

New players (to this system) could experience this journey:
  • play N17 games (with or without campaign)
  • easily play more ][ flavored game just by replacing gangs by warbands (with extended arsenal and some species rules). Everything else is pure N17.
  • go deeper into Inquisimunda by replacing N17 system of territories, scenarios, XP with alternative proposals. It could take the shape of optional chapters you could pick up in accordance with your players group's will, wishes, desires.
  • unleash the full potential of this universe scale by following "unrestrictive guidelines" to create playable characters and retinues, in a total immersion in ][ fluff.
 
New players (to this system) could experience this journey:
  • play N17 games (with or without campaign)
  • easily play more ][ flavored game just by replacing gangs by warbands (with extended arsenal and some species rules). Everything else is pure N17.
  • go deeper into Inquisimunda by replacing N17 system of territories, scenarios, XP with alternative proposals. It could take the shape of optional chapters you could pick up in accordance with your players group's will, wishes, desires.
  • unleash the full potential of this universe scale by following "unrestrictive guidelines" to create playable characters and retinues, in a total immersion in ][ fluff.

Don;t advances now have a varied 'rating' increase? Could you say 'ignore credits' make a warband with xxxx warband rating (thus allowing folk to take whatever advances they like to make 'their' bad ass inquistor so and so), then suggest that after x missions the next chapter in the story happens (really like this idea and the x missions bit is mutually agreed/gm dfecided), then you add up new stuff to another xxx value added onto your rating.

Keeps things even amongst the warbands, people can make uber characters (their individual ratings would be huge!), or more grunts (lower skills/ ratings). I think you dont need to worry about balance as such at this level as once you are there, with this sort of gaming, anyone who wants to beard the crap out of it, shouldnt be playing this I think.
 
I found that using the NCE progression as-is meant that you had to start your characters off fairly weak as within 1-2 games they would become beasts and spoil a campaign.

I agree that changing the progression to more of a secondary thing and focussing on initial character creation would be a much better fit, although much more work intensive way to go.

Perhaps something based on credits earned rather than xp, where you can either spend them on weapons and equipment, reinforcements or additional training, granting character progression. The more level-ups a character gets, the more credits the training would cost, thus avoiding creating absolute beastly fighters who are nigh invincible.
 
I think you dont need to worry about balance as such at this level as once you are there, with this sort of gaming, anyone who wants to beard the crap out of it, shouldnt be playing this I think.
"A great power comes with a great responsibility" ? ;)

Maybe we can go with a kind of "How to build your character" ?
Starting with the wish to play fighters and retinues with a background story, you are guided along the creation process with stats balance guidelines, you are warned about the impact of some overpowered stats (but exceeding suggested limits is still a possibility) and you are free to pick up some warband specific rules to better represent a particular group of fighters. We should include a more "fluff" rich content about species and warbands to help players to imagine what is a kroot in comparaison to a squat, why a tau diplomatic cadre would be investigated by an inquisitor cell, what is the purpose of a chaos cult, how void pirates live their way through the galaxy, etc...

Perhaps something based on credits earned rather than xp, where you can either spend them on weapons and equipment, reinforcements or additional training, granting character progression. The more level-ups a character gets, the more credits the training would cost, thus avoiding creating absolute beastly fighters who are nigh invincible.
It used to be like that for the old Warhammer Quest and it was easy and lovely :) I'm a big fan of this simple way to represent and open progression.

then suggest that after x missions the next chapter in the story happens (really like this idea and the x missions bit is mutually agreed/gm dfecided), then you add up new stuff to another xxx value added onto your rating.
I like it a lot! Do you think it could take the shape of some "achievements" ? In the context of a multiple scenarios pathways campaign, you could have an achievement for X specific mission types and unlock specific progression possibilities. E.g: an Ad Mech warband seeking for archeo-artefact (the achievement could be to recover 5 artefacts). In the mean time, this Ad Mech warband could freely participate to other missions.
In fact, maybe we could think in terms of objectives and not just missions. An Ordo Xenos inquisition cell could be rewarded for hunting xenos specimen (achievement for X specimens captured/killed/touched/whatever) while fighting against an ork freebootaz warband whose main purpose could be to steal as much TG/equipment vaults as possible (achievement for X vaults). I know some objectives could be easier than others, but we could balance this with the number of X to unlock an achievement. It could even be to survive X battles. Whatever the achievements, the main point is that for any fight, each warband could pursue its own agenda.
 
So something that came up in the base cost threads:

At what point do we separate out the campaign system? Do we make the species profiles assuming that there is no need for primary/secondary/other skill set categories and then add those back in like how N17 Gang War 1 adds them as an extra in the first place? Or do we assume them as part of the base line of species and those who are not using advancement can just pay a flat cost for skills rather than pay different amounts based on whether something is primary, secondary or other?

Right now I've got things like granting secondary or primary access to all members of a species or restricting a member of a species to only the "other" category. This would 1) end up giving different costs in the Advances steps based on what skill sets a fighter has and 2) be mostly compatible with the N17 campaign system for those who plan on doing that sort of thing.

So how far back in the process do we want these two modes to separate? As far back as N17 does with Skirmish and Campaign being seprated right from the beginning or do we want to try to make the species, positions and advances compatible with both approaches?
 
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Personally speaking, my feeling is that the core goal of Inquisimunda as a game is to enjoy the variety, character building and RPG fun of Inquisitor with the tabletop rules simplicity of Necromunda.

This.

I've not actually played I-munda yet for a variety of reasons, but am keen to give it a go. Having discovered Inq28 a few years ago, I would love a more streamlined ruleset that still allows the flexibility of character/warband creation (& GM scenario shenanigans). My intent at warband creation would be to largely ignore the limits imposed & create the characters that I want (within reason, and using the TG costs as a guideline); Imunda: Unleashed would match this perfectly.

Removing the standard Necromunda campaign progression system would have several benefits - as discussed, it would prevent characters becoming game-breaking beasts if they already start off highly skilled. It would also mean that deliberately under-skilled (at least in the combat arts) characters wouldn't become veteran soldiers in a way that is not appropriate for the character, similarly I wouldn't (for example) want Erin, my veteran sniper, to suddenly start 'discovering' WS & A increases. Furthermore, alluded to above, but not developed as an idea to its obvious conclusion, is that by getting rid of the territories system of income, if obviates the need to shoehorn things into fluffy 'counts as' variants that fit the background of any given warband.

This also opens things up for only using an element of your warband (and/or having characters come to the party with less than their full combat loadings or arms & armour) in fluffy GM-led (or mutually agreed) scenarios. (I'm reminded of the Inq28 scenario I bullied the GM into running set at the Governor's Ball: my Rogue Trader and bodyguards traded their body armour, chainswords & long-barrelled weapons for ball gowns and concealed sidearms, and the Arbites came in suits with concealed sidearms with the Judge in full dress uniform). Conversely, extra forces could be temporarily added as required. If the GM/players want to add a more general TG increase between 'chapters' of a campaign, then that can also be done.
 
Genghis, I'd like that twice if I could! :p


Got snowed off from work today, so had a few mins to scribble down my ideas for Character Creation, more focussed on the Skirmish side of things rather than Campaigns. I know this is obviously all still very much up for discussion but figured I might as well chuck it out there and see what people think:

1. Select Species...

2. Select Character Archetype...
(Leader, Champion, etc) ...and apply stat advances as found on profile.

3. Select Stat/Skill Upgrades...

Spitballing here, but my gut feeling would be:
Leaders - 0-5 Upgrades
Champions - 0-3
Warriors/Heavies - 0-2
Initiates - 0-1 (even a total newb might well have some kind of talent that an Inquisitor has noticed, otherwise why bother recruiting them?)

For simplicity, each upgrade costs 10TG. However, if a Character with multiple Advancements selects a second Upgrade from a single list, they pay an additional 5TG premium (for a total of 15TG for the second Upgrade). If they then choose a third Upgrade from the same list, they pay a further 10TG premium (for a total of 20TG for the third Upgrade).

Some Upgrades feature in multiple lists, e.g. Bulging Biceps affects shooting and CC. If an Upgrade features in a list from which another Upgrade has already been (or will be) chosen, the TG premium must be included, i.e. no taking Bulging Biceps as a Melee Upgrade on a heavy weapon character so you don't have to pay the extra 5TG when selecting the Overwatch Ranged Upgrade!

NB. Stats increases can be taken more than once but cannot be increased above Maximum Characteristics (see N17) and this would incur the premium described above.

NB. Notice that, of course, a player could choose not to max out - or take any for that matter - their Upgrades in favour of better equipment or more bodies on the table...

Upgrade Lists

Melee Upgrades
+1 WS
+1 A
+1 Str
Skills: Bull Charge, Bulging Biceps, Crushing Blow, Headbutt, Hurl, Combat Master, Counter-Attack, Disarm, Parry, Rain of Blows, Step Aside, Backstab, Berserker, Fearsome

Ranged Upgrades
+1 BS
Skills: Bulging Biceps, Overwatch, Ballistics Expert, Fast Shot, Gunfighter, Hipshooting, Marksman, Precision Shot, Trick Shot

Survival Upgrades
+1 W
+1 T
Skills: Dodge, Iron Jaw, Escape Artist, Evade, Lie Low, Nerves of Steel, True Grit, Unstoppable

Speed Upgrades
+1 M
+1 I
Skills: Catfall, Climber, Mighty Leap, Spring Up, Sprint, Infiltrate, Impetuous

Leadership Upgrades
+1 Ld
+1 Cl
+1 Wp
Skills: Commanding Presence, Inspirational, Iron Will, Overseer, Regroup, Psyker Level 1*, Psyker Level 2*, Psyker Level 3*

*just spitballing again here but maybe something like: 1=1st power (list of powers still to be defined), 2=2nd power, 3=reroll Wp tests?

Savant Upgrades
+1 Int
Skills: Medicae, Munitioneer (might be worth making up a couple more of these Skills, most on this list from N17 only affect Campaign level stuff so I've left them out for the time being)

4. Select Equipment...



So, this idea obviously takes quite a bit from the more freeform model used in Inquisitor, with an attempt to keep things very simple but with a little twist to try and avoid the problems of Ready Reckoner abuse/creating highly specialised and unbalanced monsters! (To be fair I'm not 100% sure how well this would work in a competitive environment, but as others have said I don't see this as a massive issue because of the honourable and gentlemanly nature of the Inquisimunda community!)
 
That's very similar to the approach that Tiny came up with as part of the V3 project of NCE based Inquisimunda. With the advances by position being made wide open. I like it. Each upgrade is definitely not worth the same 10 TG, but I think the premise is totally sound.

In the other thread I am going to keep going forward with an imitation of Tiny's work only because I think shifting gears in the middle is something that will personally impact my level of progress on this. I think I'm also going to keep moving forward assuming people might use it with the N17 campaign system even if I'm likely not to. I think it'll be far easier to have an open system (like the one @Lysimachus just posted) applied afterwards rather than trying to make it compatible with N17 campaign rules afterwards.

I'm still thinking there might be something to having primary and secondary skill sets in a character build system even if it's not going to be used for a campaign. Though I could definitely see reorganizing the categories along the lines of tactical role like has been above with shooting skills or movement skills or whatever. Though such a reorganization is something that I would apply after I finish more work on profiles and position modifiers that assume N17 compatibility.
 
I'm reminded of the Inq28 scenario I bullied the GM into running set at the Governor's Ball: my Rogue Trader and bodyguards traded their body armour, chainswords & long-barrelled weapons for ball gowns and concealed sidearms, and the Arbites came in suits with concealed sidearms with the Judge in full dress uniform
Oh man! I love it :) It's the perfect example of needed freedom: you and yours adversaries know it's the same warband, but in terms of rules and campaign, there is no "official" way to represent this. Freedom and mutual agreement are the key. Better to allow this with some guidelines. By the way, that equipment switch ignite my imagination for other possible scenarios. Thanks ;)

@Lysimachus I really like this, in particular your resetting of upgrade lists! For me, the process of creating a fighter would benefit of a preliminary step: select a warband. It could be just for fluff guidelines, or taking into account some "probability" to actually see a given species among a warband type, or even to benefit from some special rules if wished.

I'm still thinking there might be something to having primary and secondary skill sets in a character build system even if it's not going to be used for a campaign. Though I could definitely see reorganizing the categories along the lines of tactical role like has been above with shooting skills or movement skills or whatever. Though such a reorganization is something that I would apply after I finish more work on profiles and position modifiers that assume N17 compatibility.
Totally agree! Drawing a distinction between primary/secondary skills seems important: if players wish to keep the N17 campaign system, it's there; if a more unleashed style is preferred, it's very useful as guidelines.

I will try to upload a first version of N17 Inquisimunda in the weekend! Even if everything is far from being ready to use and a lot of debates will help us to advance further in multiple directions, I think it could be time to have a draft document for all of this.
What I will try to do, is taking into account all of your great ideas and organizing them in a kind of progressive way, letting players decide the "level" they want to play. It could be:
1. Discovering Inquisimunda (Novice players): Core N17 style with a replacement of gangs by warbands with "ready to use" fighter cards.
2. Inquisimunda flavored N17 (keeping compatibility): replacement of gangs creation process with a full warbands creation system, species, extended armory.
3. N17 Inquisimunda: optional chapters replacement or addendum (psychic powers anyone?), campaign, scenarios, territories, etc... (N17 style and compatibility).
4. Inquisimunda unleashed: freedom, where rules and restrictions are more viewed as fluff guidelines, alternative systems for character creation, progression pathways, scenarios, campaign.​
 
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Hey guys, I've done some work on the Inquisimunda Unleashed section of the rules, combined what I had so far into one document and put it in the Vault so we can see what is what with that bit?

Pretty much what I posted above plus the initial Species and Character types which are lifted straight from the main doc. Edit: I've just used the TG costs for the Character types from the other doc, but lowered slightly to account that they will pay for the first two upgrades rather than being included in their profile? I've also added a couple of ideas for Skills to the Savant Advancements (as there was hardly anything in there) and left space to come up with some Psychic abilities.

Edit: Oh, and just to keep things clear in my own head I changed a couple of naming conventions to make things feel more Inquisitor-y rather than Necromunda-y (e.g. Fighters > Operatives, Heavies > Specialists, etc) obviously those are just place holders until we discuss and decide on what we want!

Link: https://yaktribe.games/community/vault/inquisimunda-unleashed.909/

(@alphonse: I'm quite happy to keep working on this section as a separate doc if you like, but if you want things combined into one main file I can email it to you as a Word doc so you can play with the content/formatting/layout, etc?)
 
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