Radical YCE: Advancement system

JawRippa

Gang Hero
Mar 31, 2017
1,735
2,618
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Saint-Petersburg, Russia
I've made a draft for the reworked Advancement system. It is supposed to unify costs of fighters and make progression of Ganger->Champion->Leader natural and consistent.
It is meant to be compatible with modern Necromunda system in terms of XP costs. Also it takes heavy inspiration from the way fighters leveled up in old Necromunda.

Feedback and suggestions would be welcome.
 
I like the adding mental stats to random skill selections. But honestly, aside from that, I think you could just lift the old NCE system wholesale. 9 levels feels restrictive if you wanted a perpetual campaign.
I like the custom champs/leaders option. Very cool. But I'd limit it to one per gang.
 
I like the adding mental stats to random skill selections. But honestly, aside from that, I think you could just lift the old NCE system wholesale. 9 levels feels restrictive if you wanted a perpetual campaign.
The problem with using NCE system is that it does not integrate too well into modern XP system.
As for 9 levels, you can gain up to 9 combat advances and 6 mental advancements out of possible 16 combat advances and 16 mental advances (12, since I wanted to cap mental advances at 4+ since 3+ on 2D6 has very small chance to fail). I think its fine to leave weak spots for a maxed out fighter.
I like the custom champs/leaders option. Very cool. But I'd limit it to one per gang.
I don't think that custom champs/leaders should be a problem since this kind of customisation is more of a 'do you want a shooter or melee fighter?'. I always found it restrictive how , say, Cawdor have to use Leader as a melee fighter and champions as shooters. I'd like to give players more freedom in that regard.
 
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As for advancement speed, a fresh ganger needs 44XP to level up to max level. Let's say that we have a lucky one who does not ever go into recovery.
An average, short-ish campaign will have ~12 games, each game you get 1XP for taking part: you need to be getting additional 2-3 XP every game in order to max out, so in reality you'll need to take the same gang/fighter into the second campaign to max them out.

On the other hand, getting to the same statline as leader takes only 14XP, which makes it possible to get to leader's stats in about 7 games. So if your champion or leader dies, you should be able to replace them with gangers instead of re-buying them.