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Fires of War RPG: Sanity Check

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So I have been designing an RPG, and need a sanity check. I'll give a brief description of the RPG before I ask my question:

Fires of War is predicated on a different idea than most RPGs. Instead of controlling a single character you instead control a unit, normally between 5 and 20 individuals. Each player has such a unit and they make up an army. The game is designed around the idea you will bounce between playing individual members of your unit and engaging in large scale combat using your collective army. What I am asking here today is a sanity check on "Character" creation.

So I will lead you through character creation and if anything jumps out as terrible I would be very thankful for it being pointed out.

>to begin you, the player, are given a number a points. The standard number of points at character creation is 50, these are spent in a number of ways and are a generic character creation resource, the only other generic resource is currency which is also given in some amount during character creation, normally 50 units (currency after character creation must be changed into a particular nation's currency)
>the first step is buying "Stock", stock represent fresh recruits for your unit. This stock comes in 5 different options, costing a different number of points Poor, Mediocre, Competent, Trained, and Elite
>A unit's Stock determines its base statistics
>later stock can be upgraded, however purchasing low and upgrading costs more than simply buying high and takes more time, meaning a high initial investment is rewarded
>let us make an example unit, in this case I am purchasing 10 "Mediocre" stock as 2 points each (current remaining points, 30)

Now I have a bunch of guys and have to do something with them.

(1/3)
>>
>>50536718
>Next step is purchasing a "Rank and File"
>The game comes with a number of jobs and upgrades for units, a Rank and File is a special job that is purchased and applied to all recruits in a unit, they are generally cheaper per unit. Other jobs can other be purchased for one unit at a time.
>Rank and Files not only change your Unit's statistics, but also give your Unit skills
>To continue our example I am purchasing "Rilfleman" as my Rank and File for 1.5 points each (remaining points 15)
>This gives my unit the ability to use Rifles and Pistols competently, and as well gives them the "Tactic" (a kind of skill) Stand and Fire
>Skills are divided into two large categories and several smaller ones
>Skills are either Military of Domestic (military are for combat skills and domestic are for non combat)
>Within Military there are "Tactics", "Styles", and "Competencies"
>A tactic is a particular action your unit can take, like forming a line to fire in this example
>Styles are always active abilities your unit has, like "Unbreakable" would be an examples
>Competencies are the ability to make use of certain equipment, an example would be "Siege Engineers" for cannon use

Now I have a unit of Rifleman, time to add some flavor and some specific with my remaining points.

(2/3)
>>
>>50536748
>the other kind of Jobs are Specialists, specialists are applied to one unit at a time and generally cost more than Rank and File
>Specialists give your Unit skills
>Specalists also change that particlar indivudal's statistics greatly, often making them a good deal better
>Our example will continue in I am purchasing two specialists, a Sergeant (who will be designated my commander) and a Physician. The Sergeant costs 6 points, the Physician 8 (total remaining points 1)
>The Sergeant, as the commander, determines such statistics as the Unit's morale, the total number of units that can be commanded, and what base Tactics they can use (based on his Command score)
>The Physician gives the Unit the Style "Battlefield Medicine" and the Tactic "Collect Wounded", as well as the Domestic Skill "Medical Knowledge"
>This allows your Physician to participate in individual actions, letting him examine corpses to determine cause of death, diagnose diseases, and more
>A individual may have more than one job, but multiple jobs increase in price based on the number of jobs an individual has

Now we have a finished unit. Spending the money I would purchase them equipment, likely rifles, rations, etc.

Now to talk about some specifics.

Jobs, both Rank & File and Specialists often have "Discounts". For instance the "Augmented" (a kind of chemically modified human) are cheaper if you have an "Ordained Synthesier" specialist. Or the other way around as a "Sniper" specalist is cheaper if he comes from the "Rifleman" rank and file. Not only can jobs make things cheaper, but also what Stock the individual is, as well as his nationality (when you recruit you recruit from a particular nationality).

(3/???)
>>
>>50536773
Now after one creates their own unit the party would come together. They spend "Army Resources", which work much the same way expect units created using Army Resources are not controlled by an indivudal. As well this is spend on things such as Siege Weapons, Monsters, Supply Trains, Etc. As well the "Army" units can only contain Rank & File and no specalists.

So here is my Sanity Check. Does this sound at all reasonable?

(4/4)
>>
one more bump, just in case
>>
It sounds complex, but no more so than a DnD style character sheet. If it fits the rest of your system, I see no reason to complain. Good luck!
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