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Classic Traveller Character Generator
I extended Frank Filz excellent classic traveller character generator to include the Citizen of Imperium. I also added a basic web interface to select a career.
The rules change I made are The Draft now Navy, Army, Marines, Scout, Sailors, and Flyers for random character generation (the default). The choice of Nobles career sets your social level to a minimum of A. In the random career selection there is a 1 in 3 change of the noble career being selected if the character starting Soc is A or better. Frank Filz Character Generator http://www.mindspring.com/~ffilz/Gam...&vehicles=1977 Mine with Citizen of Imperium added http://www.batintheattic.com/traveller/ |
That's pretty awesome.
Question 1: Does it follow CT rules to the letter, or did you have to make some comprises in programming? Question 2: Does the system include Voluntary Muster Out? If so, how did you implement this, since this is a player option. Question 3: Are you using the hard survival rule? That is, does a character die if he fails Survival? Or, are you using the optional rule? Question 4: You didn't observe the Maximum Skills rule (page 29 TTB)? It doesn't look as if you did, according this character that I generated (random character): Quote:
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Good point about skill limits, I think I know what I can do to easily fix that. I will answer the other question after reviewing the code again. The general intent is to follow the rules except when a player's choice is involved in which case an algorithm is used to generate the choices. Like the fore mention noble career.
The original source is here https://github.com/pgorman/travellercharactergenerator Specifically this file https://github.com/pgorman/traveller...ercharacter.js My modification is here http://www.batintheattic.com/travell...ercharacter.js |
Rob, I'll have to give your changes a look over. I think I have some different ideas on how to incorporate Supplement 4, but that's all easily handled by more options...
Let's also make it clear that Paul Gorman originated the tool. I have done a lot of work on it, but I wouldn't have even started without his efforts producing a usable tool. As to the maximum skill limit, while Paul used TTB, he did not implement the maximum skill rule. That should be added as an option. The optional death rule would be easy to implement, fix up the order of adding skills (currently done before survival roll) and always muster out even dead characters. Then if the optional rule is in use, a dead character isn't... The hunt option would need to be modified (currently it skips dead characters). Other that various cheat options (which must be explicitly chosen), and the notes above, the tool attempts to apply the rules correctly. Any issues where it doesn't should be reported (you can actually report issues in github). Rob, if you are comfortable with github, issue a pull request to my github repo and that will put me on notice of your changes. I'll then make the updates I want to make (as separate patches), and merge your stuff in at some point. Frank |
RE: Maximum Skills Rule
It should be noted that some argue that the Maximum Skills Rule is implemented after character generation, so that if a character gets out of chargen breaking the rule, then so be it. Those who believe this is the intent of the rule cite the wording of the rule... Quote:
Also cited is that there are no rules for reducing a character's skills. This side says that the "general rule of thumb" speaks to character generation (that's the exception) and character experience (the character cannot use the Experience rules to advance skills if the limit is reached). They also say that the Maximum Skill rule and the Experience rule are not in Book 1 and so, therefore, are not meant to be applied to chargen. The other side of the argument says that the rule does restrict a character in character generation--that there are no rules for reducing skills as the character should stop gaining skills once the limit is reached. The "general rule of thumb" speaks to zero level skills, as indicated in the description, and that the rule is in the character generation rules sandwiched between the skill definitions and the details of the Muster Out benefits. To me, both arguments are strong. I tend to go with the first interpretation of the rule since I enforce the hard survival rule and think that CT characters have so few skills that I like the possibility of a character getting lucky and ending up with more skills than the limit. It makes an exception possible, which, to me, reflects nature. I'll also admit that I'm weak to the second argument. It makes a lot of sense, too. So, I flip flop between the two interpretations, but favor the first one. |
It's to avoid creating a Mary Sue character; in other systems, you either actually have to grind that out, or you have have fixed number of points to distribute, with some common sense limitations in place to avoid creating idiot savants.
You could think of it as the Kelly Bundy Effect, that for every piece of new information, she has to forget something else. |
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Sent the pull request
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