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  #11  
Old October 15th, 2007, 07:08 AM
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Quote:
Originally Posted by far-trader View Post
If the option to ignore death in chargen is there, then what is the point of having death in chargen at all? Who is going to use it? And if you award some bonus for playing with the death in chargen rule do you really think most if not all groups aren't going to ignore the death in chargen rule and use the bonus it allows anyway?

It is a pointless rule. The only reason I can see for including it is to satisfy a license requirement. Unless it's just some nostalgia trip. Maybe I do have a beef with it after all if you count it appearing to be pointless a beef.
I always enforce it. Character generation is a mini-game within Traveller and I am more than satisfied on playing it. Without death, there is not much reason why a player shouldn't seek as many terms as he can, as far as his physical stats would allow. Death is there to make the bet for more skills riskier.
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  #12  
Old October 15th, 2007, 10:48 AM
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Originally Posted by atpollard View Post
Would "Coffeemaker-1" involve being knowledgeable in the operation and maintenance of "designer” coffee - like converting a “Mr. Coffee” to a cappuccino machine using spare parts from the engineering locker? I was just curious.
Actually, the game plan was to have the characters start a Spacebucks Coffee franchise empire and challenge Ling Standard Products, but without that essential skill, they became mercanaries and destroyed Capital/Core!

And being able to convert a Mr. Coffee into a Cappuccino machine takes Coffeemaker-2 or higher.
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  #13  
Old October 15th, 2007, 02:49 PM
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Quote:
Originally Posted by Plankowner View Post
Actually, the game plan was to have the characters start a Spacebucks Coffee franchise empire and challenge Ling Standard Products, but without that essential skill, they became mercanaries and destroyed Capital/Core!

And being able to convert a Mr. Coffee into a Cappuccino machine takes Coffeemaker-2 or higher.
Babylon, Rome, the Maya, Portugal, the Dutch East India Company... and now the Imperium. Thus another empire is brought down solely and entirely due to the lack of upward-mobility in the brewed beverage industry...
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  #14  
Old October 15th, 2007, 03:09 PM
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Yes, you see this trend throughout human history. A sad but true fact.
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  #15  
Old October 19th, 2007, 03:23 PM
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Default October 19 Blog about RTT

The blog info on RTT about Character Generation mentions a max characteristic bonus of +3.

That would seem to indicate that skills will be more important that characteristics, but without knowing how high the skills will get, it is still a bit fuzzy. It sounds like characters will have several low level skills (ala CT) and then a larger number of Level 0 Skills that at least keep you from getting the negative penalty for being unskilled.

He mentions that there are about 40 Skills right now, but he expects to whittle that down a bit. To me, that seems a small enough number that they will be pretty broad, so that a young character with only a couple of skill levels will still be useful.

Also, he mentioned the idea of using the two dice (roll 8+ to succeed) to determine EFFECT and TIME (1 dice representing each).

In his example, the player rolls a 6 and a 1 (with skill 1, he succeeds).

Now, if you want for ROLEplaying, you can take the 6 as effect and the 1 as time (fixed it REALLY well, but it took a long time to do) OR you can take the 1 as effect and the 6 as time (fixed it enough to make it work but did it really quick). Obviously the higher you roll, the better your results in both categories.

Most of the time, you wouldn't even want to use that Effect/Time option, but in non-combat situations, it could be handy. I also thought it might be interesting if you used 2 different colored dice and had to pick which was which BEFORE you rolled.

The idea of Effect/Time seems kinda cool to me. I can see where it might be nice to have a quick way to decide some additional flavor to a success roll.
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  #16  
Old October 19th, 2007, 03:58 PM
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They're using (stat-7)/3 so it is a six point spread (1-7)/3=-2 (15-7)/3=+3; -2, -1, 0, +1, +2, +3 is six points
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  #17  
Old October 19th, 2007, 05:59 PM
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Here's how the proposed system looks (to 2 decimal places):
Code:
1  -2.00
2  -1.67
3  -1.33
4  -1.00
5  -0.67
6  -0.33
7   0.00
8   0.33
9   0.67
10  1.00
11  1.33
12  1.67
13  2.00
14  2.33
15  2.67
Presumably there'll be some rounding of decimals (these are my numbers, btw, not Mongoose's - decimals of .5 or less round down, .51 or higher round up):
Code:
1 -2.00
2 -2.00
3 -1.00
4 -1.00
5 -1.00
6  0.00
7  0.00
8  0.00
9  1.00
10 1.00
11 1.00
12 2.00
13 2.00
14 2.00
15 3.00
.......looks familiar somehow
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  #18  
Old October 20th, 2007, 07:47 PM
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The blog entree states that the Characteristic DM value ranges from -1 to +3.

Is there a 'cap' on penalties below -1?
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  #19  
Old October 20th, 2007, 08:22 PM
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Could simply be rounding difference.
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  #20  
Old October 21st, 2007, 06:29 AM
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Could be:

Characteristic scores 4 or less = -1
Characteristic scores 9 or more = +1
Characteristic scores 12 or more = +2
Characteristic scores 15 or more = +3

...in layman's terms.

So, as a set of rules:

Characteristic scores half or less than target number 8 = -1
Characteristic scores more than target number 8 = +1
+ 1 for each multiple of 3 over target number.
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