So, on the Infinity News and Rumours thread (here:
http://www.dakkadakka.com/dakkaforum/posts/list/356404.page ), we had a short discussion on a desired - or not, depending on your opinion - leveling system for Infinity campaigns. To cut the story short, someone said that if I wanted a campaign system for Infinity, I would need to create it myself.
So I have. Sort of...
First, let me explain what I want from the system, what I am leery of, and then I will explain what my solution is:
Wanted:
A campaign system that levels your fighters as the campaign progresses. Necromunda is my first love for Skirmish games, and the benefits of Necromunda's campaign system is that you fall in love with, or learn to loathe and despise - each individual gang member. As the campaign progresses, your fighters advance and grow, becoming, yes, more powerful... but also becoming characters, with their own uniqueness and story.
For example, in playing a game with my cousin yesterday, my Order Sergeant specialist sniper absolutely distinguished himself. Each and every time an enemy would target him he would declare a shoot
ARO and defeat the enemy, including and enemy sniper and an enemy
HMG gunner. This amounted to 5 kills in 2 turns... he already has a reputation, and as soon as I can think of one, the little bastard is getting a name! Now how awesome would it be if, in a campaign setting, he were to level, and in doing so, gain some skill or ability to represent his badassedness? Not for the purposes of dominating extra face in the next battle, but to actually represent him, as a character, gaining in experience and growth...?
Problem #1: Balance
The biggest issue/concern I got from the folks in the News and Rumours thread was Game Balance. Unlike Necromunda, where balance was a (distant) secondary concern, Infinity is extremely well balanced, for a tabletop game. An example one friendly nay-sayer offered was how broken it would be if an Aquila Guard was given
TO: Camouflage. So I sat long and thought hard today while watching my Cardinals get embarassed by the Vikings and came up with what, I hope, will be a solution.
Problem #2: Power
Another big concern, and the biggest issue with Necromunda gangs, was one gang becoming significantly more powerful than his rivals, thus making actual games played boring and one-sided, and inherently unfair.
Solution: Part One
Advancement Ladders!
In Necromunda, when you advanced you rolled randomly to see if you got a characteristic enhancement or a new skill, then rolled randomly from a selection of categories to see what new skill you earned. This could lead to some very broken combinations that, while quite powerful, worked in the grimdarkness of the setting. What I propose is that instead of randomness, you CHOOSE your advance...
Each fighter type would have three short advancement ladders from which to choose from....
Damn, I wish I could draw a diagram here, or at least be able to use the tab key for well defined columns. Well, if you can, imagine a story ladder, like you see in a linked campaign, or a family tree, which has roughly the same shape. This ladder would be titled "Combat". From the Combat box you can choose to go one of two directions: Martial Combat (hand to hand) or Shooting. The first advance would be relatively simple, say +1 to
CC or to
BS, respectively. From each of those options, two new options branch out. And from each of those options two more options branch out. So each tier doubles the number of options of the tier before it.
Now, when you choose one option or another, the other is completely blacked out, lost forever. So if this was the advancement ladder for my Teutonic Knight and I chose to go down the Shooting path, the Martial Prowess path would be locked to me, unavailable forever. The next tier would have two new options, say +1 to burst of a weapon of choice, or an increased line of fire from 180 degrees to 270 degrees. At my
TK's next advancement, I would choose one or the other. If I chose, say, the +1 to burst, then the increased line of fire, and all advancements branching off of that one in the future are locked. I hope my explanation makes sense...
Now each fighter would have three Advancement Ladders named, for general description, "Utility Skills," "Combat Skills," and "Survivability." Utility Skills would be in-game useful, but not for combat. Rather, these would be skills that would make scenario objectives easier to obtain. For example, a bonus to hacking rolls when trying to open the secret enemy vault or something like that. Combat Skills should be self explanatory, I hope. Survival Skills would be things like increased armor, increased wounds, having a cube implanted (which wouldn't affect table top play, but prevent you from losing the fighter when he dies), immunities, etc. Any time a fighter gained a new advance he could choose any of his Ladders to skill up in, shaping his fighter as he thinks appropriate.
Solution: Part Two
Unique Advancement Ladders
To avoid combos that would be too powerful, like the aforementioned Aquila Guard with
TO: Camo, each fighter type would have its own Advancement Ladders. The Ladders of, say, a Cutter would be, and should be, vastly different than a Croc-man. Survival Skills would be the closest to universal across the board, with only minor deviations (a fighter with Cube wouldn't need another one, for example).
Granted, it would take a long-ass time to write individual trees for each and every fighter in Infinity, but it seems to me that this would be the best way to a) mitigate power combos and b) ensure that characters stay true to their background.
Solution: Part Three
Beginning Experience and Experience Levels
Each model begins with an amount of starting experience equal to half its points cost (this number is a first guess, playtest/input could move this up or down). He is still level 0 when he is first purchased, but it will take longer for him to reach the next level of advancement. My Teutonic Knight from the Military Orders box, for example, costs 42 points, and so starts with 21 experience. The experience levels are below:
Level 0: 0-5
Level 1: 6-10 <--------- Order Sergeants with their basic rifles start here, with 7 experience (cost 13, divided by 2). He only needs 4 experience before gaining an advancement
Level 2: 11-15
Level 3: 16-25 <--------- Teutonic Knight Starts here, with 21 experience. He will need to earn 4 experience before gaining an advancement.
Level 4: 26-45
Level 5: 36-60
Level 6: 46-60 <-------- Cutter starts here with 59 experience. He will need to earn 1 experience before gaining an advancement.
Level 7: 61-75
Level 8: 76-90
And continues...
NOTE: Looking at where the Cutter finds himself, needing only 1 point to level, I am thinking that you use the points cost to find your starting level, but begin at the beginning of that level. So in the examples above, the Order Sergeant stgarts with 6, the Teutonic Knight starts with 16, and the Cutter starts with 46. It would be kinda lame to level by only gaining one measely experience point.
Solution: Part Four
Experience Caps
In each scenario, a player may exceed his opponents experience cap by only 20%. So, for example, if my entire PanO list had a total of, say 440 experience points amongst all my fighters, an opponent would be capped at a total of 528 total experience. This should keep armies fairly close to each other, relatively speaking, in power. If the opponent had a total of more than 528 total experience, some models would have to sit out the fight to bring his total to 528 or less.
OK, so that is my basic start for an Infinity Leveling system. Comments, concerns, querries? Obviously, this is just the basic outline, so just keep comments to that for now. And sorry in advance for the novel!!