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Thread: Suggested # of Advancements

  1. #1
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    Suggested # of Advancements

    I am starting a game and I want the players to be able to be the bridge crew from the get go, Captain and Senior Officers. I know by the rules, you can technically have Commander Rank with 4 advancements.

    Do you reccomend more advancements to fill in a Commander characters skill set?

    I intend on the PCs to have been promoted during the Dominion War, which would explain that they were promoted as much in desperation for senior officers as skill, but I am not familiar enough yet with CODA (As I am about to run my first game) to balance it all out.
    Wm. Eric Downton

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  2. #2
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    You don't have to give them advancements, you can simply give them the number of Rank improvements required to be of sufficient rank.

  3. #3
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    Re: Suggested # of Advancements

    Originally posted by neurozombie
    I am starting a game and I want the players to be able to be the bridge crew from the get go, Captain and Senior Officers. I know by the rules, you can technically have Commander Rank with 4 advancements.
    There is a previous thread on this topic, but i'm sorry i don't remember its name.

    For my own campaign, i give :

    20 advancements to the CO
    18 advancements to each senior officer PC.

    ciao
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    lK.

  4. #4
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    Re: Re: Suggested # of Advancements

    Originally posted by gregoire_lk
    20 advancements to the CO
    18 advancements to each senior officer PC.
    Thanks for your input. I think I may split the difference, however, to cut down on PC gen time. Maybe 10 advancements, with only allowing the captain to choose the highest rank.
    Wm. Eric Downton

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  5. #5
    Doug Burke posted guidelines from his own play in a previous thread about advancements... they were spot on with the end results of our campaign. You'll have to scroll down to the bottom of the first page.
    “In our every deliberation, we must consider the impact of our decisions on the next seven generations.”

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  6. #6
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    Originally posted by RaconteurX
    Doug Burke posted guidelines from his own play in a previous thread about advancements... they were spot on with the end results of our campaign. You'll have to scroll down to the bottom of the first page.
    Thanks for pointing this out. This sounds great, and I think it will be what I use for my campaign.
    Wm. Eric Downton

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  7. #7
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    My own personal style is to give advancements for pre-campaign time in service:

    1 advancement per two years of "civilian" service
    1 advancement per year of military (Starfleet, IKN, RSN, Cardassian military, etc.)
    1 advancement for 6 months of military wartime service

    I prefer this mostly because I'm still a fan of the way FASA treated previous experience.
    Davy Jones

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  8. #8
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    Originally posted by Sea Tyger
    My own personal style is to give advancements for pre-campaign time in service:

    1 advancement per two years of "civilian" service
    1 advancement per year of military (Starfleet, IKN, RSN, Cardassian military, etc.)
    1 advancement for 6 months of military wartime service
    Man, too many good ideas.... hmmmm

    This one makes it simple and adds to a characters background. All i'l have to do is limit the command and promotion edges as appropriate for all PCs except for the captain PC, who we will vote for if multiple players want to be the head honcho.
    Wm. Eric Downton

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  9. #9
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    I'm with Sea Tyger on this one, although I use three advancements a year for the Dominion War due to it's high intensity compared to the other conflicts the Feds have fought in recent years.
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  10. #10
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    I also use the system Sea Tyger put forward. I find it just works better Though be careful, as it can lead to unbalanced character groups. In my game the Doctor is well ahead of everyone else and the engineer has a retarded amount of advancements. But that's the way I like things.

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