Guardsman Skill/Talent Question

By Peacekeeper_b, in Dark Heresy

While rank 6 seems a bit odd of a long wait for climb, the climb skill really is meant to represent full on expert climbers, not climbing a low wall/very steep slope etc. That is done via a Strength test (and Strength is one of the Guardsman's primary statsmeans they won't be that bad at it). Climbing, as represented by the climb skill, would only really be appropriate for mountain troops or similar, especially in a setting like 40k where troops are normally not as well trained as as first rate professional armies are now (Western WW2 armies is how I see the average, and while those units which were expected to do lots of serious climbing would train extensively in it, your average tommy/jerry/yank would not be expected to be able to climb a sheer cliff unaided). Don't see much of an issue there.

I also don't think basic first aid would be as wide as it would in modern armies. I would say allow a "Combat Medic" background package to include Medicae, but that would probably be about it.

Navigation (Surface) is a bit odd, but then the Imperial Guard is generally a force which doesn't encourage independent action, and so many units would probably even think it best if most soldiers didn't know where they were. That's the officers job, he simply tells his men which direction to go. Now, exceptions would be made for certain odd units and scouts, but your average Grunt's job is to do what the officer tells him, not decide where to go and what to do himself.

The one I genuinely find a bit odd is that Common Lore (Imperial Guard) is a 2nd rank skill. Now, I can understand it not being part of the compulsory starting skills (character may be a total conscript, new to the job, or may just never have absorbed the information from around him, but not having it as an option is plain weird).

Peacekeeper_b said:

Another lazy answer IMHO. Not that your answer was lazy, but the notion that I am looking for Realism/Simulation in a RPG. No I gave up on that the moment they said they intended to do a Space Marine game.

Because being 39,000 years in the future with psykers, inquisitors, xenos, space marines, chaos, etc. is super realistic? gui%C3%B1o.gif

I agree a lot with borithan here, based on the skill tree and names of the ranks, the situational modifiers (rope, a slope, etc.). The Climb skill is also described as "Use the Climb skill to ascend or descend surfaces describes as sheer. Sheer surfaces are walls without handholds, overhands, and other poor climbing conditions." That really doesn't sound like basic training to me.

And Navigation Surface seems to make sense where it is- you're not going to just let joe blow read your map and decide where to go, you're going to be told where to go by your Sergeant or an officer. Having it at level 3 doesn't really bother me one bit.

Same for medicae- Medcae covers both First Aid (and the ability to restore wounds) and Extended Care. I don't see many grunts being able to provide Extended Care.

Common Lore (Guard) seems to even make sense to me for the most part as a raw recruit (rank 1) doesn't really know much about the guard. Look at your average guy today- he doesn't know common tactics and strategies of our armies, deep knowledge about the ranking system, how their logistics works, etc. unless that individual studied or otherwise researched it or had family involved in the military.

I think the general consensus here feels right- if a character comes up with a compelling background and an interesting story for his unit of choice, futz with the starting advances or bring some lower in the tree. The tree by itself works pretty well for your 'generic' guardsman IMHO. The part *I* take issue with is the fact that it's neigh impossible to make a solid leader/commander type character as a guardsman. From the crap fellowship to the painfully expensve skills and talents. Though maybe the new source book for guardsmen will fix all of that up and I can finally put on my stormcoat and braided cap.