Mal Reynolds said:
The Game is Perfect! leave it be or be it leave
its meant to be a strict class system, afterall you are playing members of the inquisition, don`t you? its not like they are all like "freedom for the individual, and please feel free to express yourself independently in our strict training programs. After all the Inquisition, is your platform to a better career, life and opportunity, We welcome change!"
no sir , in Dark Heresy you come fresh from the factories of mind control and propaganda. all have similar training depending on your class. and there is no room for individual training.
It was just a thought.
maybe I am wrong, in that case refer to my quote.
Well Mal, it isnt perfect, there is great room for improvement and betterment. But there are many many things that are so grand with the system and game, that I can play it just as it is. In my time of playing RPGs I have seen many systems, some fantastic, some horrible. DH has a unique position of overall being one of the best, but the clunky career system just distracts me for character generation and advancement.
Now there were massive improvements for the career/rank system in The Inquisitor's Handbook with background packages, Alternate Career Ranks and Elite Advance Packages. And that was taken a step further with Tattered Fates and its Adventure Specific Elite Advance Packages, which answers my primary concern for the career system as it is.
After an adventure or two with an inquisitor in the inquisition doing inquisitive things, characters would change and evolve to more suit that package of progression, not just continue to buy "career" defined and limited skills and talents. A guardsman who faces a xeno beast a few times just might pick up the Forbidden Lore: Xeno skill, even if only as a "basic" skill availability. And yes "Elite Advances" respond to this issue, but they are so undefined and random that it only partly solves the problem and basically becomes a GM's Fiat or Fnord. Not a game mechanic.
And if that is going to be the solution, then the whole basic career system is flawed enough that I can just look at the Rank One chart for Guardsman then look at my GM and say "But I want Chainsword now?!?" and right then and there, under elite advances, the GM can say "Sure, it will cost you 200XP, all your starting money, 1 fate point and -3 to your fellowship" with the fate point and fellowship loss being defined as a result of a chain sword training "accident".
Sure most players wont go to that level or fee at starting ranks, but it is there, as an undefined option.
So Starting Backgrounds took that to the next level, charging XP and Characteristic/Insanity/Corruption penalties to a character in exchange for a few skills, talents and access to some advance skills and basic skills. Which was cool, and broadened the playing field for character generation. Now take it a step further with some of the Rank 1 Alternate Career Ranks and you can have some diverse, independent and unique starting characters.
But the freeform design is still missing. But obviously a formula exists for creating the Starting Background Packages, or the designers are just pulling the packages out of their heinies and are not balancing them or anything, except through perhaps play test. But a formula must exist, as if you look at the Background Packages and divide the cost by 100 and then ass 1 per each drawback/penalty for the "kit" you get approximately the number of bonus skills, talents or characteristic improvements.
The career system provides a simple, decent and yet disorganized start for the game, one that works just fine and can support the core skeleton of the system for years before being revised. Heck in my time Ive even designed a few new careers (yay Commissars). The starting packages are fine and so are the ranks themselves, in general.
Personally I would implement the formula for the Background Packages into the core rules, or at least publish it as a free PDF for GMs/players to use themselves. Then I would allows "drawbacks" to be taken that grant additional XP for character generation/advancement. These can range from characteristic penalties, starting insanity points/corruption points, reduced movement, reduced fate points, and many other examples we have seen in Role Playing games across the ages (DC Heroes, HERO System, Savage Worlds, GURPS and so forth).
Then I would apply the simple rules for "career" jumping from Warhammer Fantasy, but instead call it "Rank" Jumping. At anytime before expending 500XP a Conscript (rank 1 Guardsman) could "Rank" jump to Guard (Rank 2) for a fee of 200XP. After expending 500XP they can make that jump for a mer 100XP (or even 50). Thus you could explain how some people advance in rank fast, and while they dont know much about what their job really is they have greater access to variety and why some pleple seem to never advance and yet are masters of their fields.
Now with all these ideas in place (and they are rough and not worked out or anything) I would still not let starting characters take more then perhaps 600-1000 XP in drawbacks (pre-existing background pacakges would not count their drawback XP in these ones), allowing starting characters to begin upwards to 2/3rds the way done with Rank 3.
Course they would still be restricted to starting equipment, which can still hurt. But it would explain some things, like why Sergeants with 2,999XP still use a simple Lasgun and flak armour on a regular basis across the Imperium.
Course, if you implement drawbacks, might as well implement advantages!