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EvilDrGanymede
Guest
Just (sorta) generated my first T20 character... ("sorta" because I've done everything but Prior History, so I've basically got me a 1st level character). I've only generated one d20 character before and that was a while back, so I'm really rusty at doing it - bear this in mind when reading this
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Initial reactions: Oy. That could have been less painful, but I got through it, I think. I'd imagine that if you're already familiar with d20 then it shouldn't be so bad. My problem probably stems more from a general unfamiliarity with d20 character generation, but I had to spend a good couple of hours trying to figure things out. It's been so long since I've generated a character in an unfamiliar system that I've forgotten if that's about par for the course though
.
Several problems/things to comment on sprung out at me during the process, which I'll attempt to summarise here:
- Minor niggle: it would have been nice to have had a table showing the bonuses you get for attributes in the THB. Having to refer to the D&D Player's Handbook was a bit annoying. (That said, I dunno if they're allowed to reproduce that table because of the OGL - I presume it's fair game?).
- Stats: So we have all the d20 stats, plus two more. OK. But what do the d20 stats mean in the context of T20? I would have liked to have seen some explanation of what they meant in Traveller - Wisdom isn't gonna give you more spells, for example. Does it do anything else? I was confused by the relation between Int, Wis, and Edu. Is it that INT is general problem-solving capability, WIS is gut instinct, and EDU is stored knowledge? Some more elaboration on the Stats would have been nice to see.
- Homeworld. There didn't seem to be an option to just create a homeworld from scratch. Admittedly, I can see why generating the important bits (for the character) is more useful than creating the entire UWP at this stage (and also saves on the forward referencing!). My character ended up being from a LoPop TL 8 (Mid-tech) world with a type B starport (sounds a bit of an unlikely combination, but...). On noticing that there were Heavy World and Low Gravity adaptation feats, I wonder why these aren't used in the homeworld generation - if you come from a large world, you have Heavy Gravity adaptation for free, if you come from a small world (or a belt), you have Low Gravity adapation? I suspect I'll be trying to tweak part this myself at some point.
ERRATA? "Non-agricultural" wasn't explained under the trade classifications table on page 31.
Classes: I was very confused by the difference between Core and Service classes. At first I thought you had to start off as a Core Class and then enter the Service Classes somehow, but I soon discovered that was wrong. The only difference I could see what that a character starting off in a Service class has to stay in it for at least the first term. But then doesn't that mean that one could potentially start off as (say) a Belter and then not actually *be* a Belter initially? That seems somewhat counter-intuitive to me. Maybe this will become more clear when I get to the Prior History stage though.
Multiclassing: OK in principle, but I'm somewhat bemused by the examples on page 34. I really can't imagine an Academic being allowed into the armed forces
. Maybe this is a holdover from D20, but I imagine it can't really be *that* easy to hop around from one profession to a completely dissimilar one. But I can ignore that for these purposes
.
I wanted to make a Scout character. The lack of Starting Skill points for the Services would have been a problem had I not checked the errata board here, but that's covered now.
The initial requirements confused me a bit -it said "The character must come form [sp!] a world with some form of interstellar or spacefaring capability", and then didn't define what that actually meant in terms of homeworld techlevels. I think my character was eligible with a TL 8 homeworld (just about spacefaring), but without referring to the tech level tables later on in the book this was a bit ambiguously phrased.
Skills/Feats: I generally had trouble trying to keep track of how many feats I could have at this stage - one for this, one for that, bonus for something else... it all got a bit confusing. I ended up with 3 starting feats from the Scouts, one bonus Scout feat, and one free Feat for being human, for a total of five - is that right? Again, this is more of a general problem with the D20 book layouts that I'll have to get used to
.
I'm really confused with the relationship between Skills and Feats here. Why is there a Driving skill *and* a Tracked/Wheeled/Hover Vessels feat? Why have a P/Survey skill and a Geological Survey feat? Can you use one without the other? It seems that the feats require some skills as requisites, but can you use the skills without having the associated feat? Why even *have* these things as feats, when they could work purely as skills? (I do realise this is probably a more general d20 question than a T20 one, but still - I'm confused!)
As for the skills themselves, I noted that the Craft and Entertain Cascades didn't actually give any suggestions for what skills they covered, and a few of the P and T skills weren't explained either. T/Mechanical and T/Electronics weren't explained.
Also, although Technosavvy was explained in the Barbarian Class description it wasn't mentioned in the skills section (but it was listed on the skills list on p 66). Then again things like JOT weren't explained in the skills section either, but that wasn't listed on page 66.
The last thing that bugged me was the placement of the Prior History chapter - *after* the 'Final Details' Chapter. I was left rather confused as to when I'm supposed to be doing the Prior History stuff as a result - I'd have thought it would be more sensible to put the Prior History chapter *before* the Final Details chapter, since the chances are that a lot of people are going to want to use Prior History and not start off with level 1 characters. But maybe that's just me.
I think most of these problems come from my unfamiliarity with d20, but there are a few things within T20 that confused me. Still, it probably makes more sense with practise
.
And if anyone can put me straight on a few of the points I raised above I'd appreciate it!!

Initial reactions: Oy. That could have been less painful, but I got through it, I think. I'd imagine that if you're already familiar with d20 then it shouldn't be so bad. My problem probably stems more from a general unfamiliarity with d20 character generation, but I had to spend a good couple of hours trying to figure things out. It's been so long since I've generated a character in an unfamiliar system that I've forgotten if that's about par for the course though

Several problems/things to comment on sprung out at me during the process, which I'll attempt to summarise here:
- Minor niggle: it would have been nice to have had a table showing the bonuses you get for attributes in the THB. Having to refer to the D&D Player's Handbook was a bit annoying. (That said, I dunno if they're allowed to reproduce that table because of the OGL - I presume it's fair game?).
- Stats: So we have all the d20 stats, plus two more. OK. But what do the d20 stats mean in the context of T20? I would have liked to have seen some explanation of what they meant in Traveller - Wisdom isn't gonna give you more spells, for example. Does it do anything else? I was confused by the relation between Int, Wis, and Edu. Is it that INT is general problem-solving capability, WIS is gut instinct, and EDU is stored knowledge? Some more elaboration on the Stats would have been nice to see.
- Homeworld. There didn't seem to be an option to just create a homeworld from scratch. Admittedly, I can see why generating the important bits (for the character) is more useful than creating the entire UWP at this stage (and also saves on the forward referencing!). My character ended up being from a LoPop TL 8 (Mid-tech) world with a type B starport (sounds a bit of an unlikely combination, but...). On noticing that there were Heavy World and Low Gravity adaptation feats, I wonder why these aren't used in the homeworld generation - if you come from a large world, you have Heavy Gravity adaptation for free, if you come from a small world (or a belt), you have Low Gravity adapation? I suspect I'll be trying to tweak part this myself at some point.
ERRATA? "Non-agricultural" wasn't explained under the trade classifications table on page 31.
Classes: I was very confused by the difference between Core and Service classes. At first I thought you had to start off as a Core Class and then enter the Service Classes somehow, but I soon discovered that was wrong. The only difference I could see what that a character starting off in a Service class has to stay in it for at least the first term. But then doesn't that mean that one could potentially start off as (say) a Belter and then not actually *be* a Belter initially? That seems somewhat counter-intuitive to me. Maybe this will become more clear when I get to the Prior History stage though.
Multiclassing: OK in principle, but I'm somewhat bemused by the examples on page 34. I really can't imagine an Academic being allowed into the armed forces


I wanted to make a Scout character. The lack of Starting Skill points for the Services would have been a problem had I not checked the errata board here, but that's covered now.

The initial requirements confused me a bit -it said "The character must come form [sp!] a world with some form of interstellar or spacefaring capability", and then didn't define what that actually meant in terms of homeworld techlevels. I think my character was eligible with a TL 8 homeworld (just about spacefaring), but without referring to the tech level tables later on in the book this was a bit ambiguously phrased.
Skills/Feats: I generally had trouble trying to keep track of how many feats I could have at this stage - one for this, one for that, bonus for something else... it all got a bit confusing. I ended up with 3 starting feats from the Scouts, one bonus Scout feat, and one free Feat for being human, for a total of five - is that right? Again, this is more of a general problem with the D20 book layouts that I'll have to get used to

I'm really confused with the relationship between Skills and Feats here. Why is there a Driving skill *and* a Tracked/Wheeled/Hover Vessels feat? Why have a P/Survey skill and a Geological Survey feat? Can you use one without the other? It seems that the feats require some skills as requisites, but can you use the skills without having the associated feat? Why even *have* these things as feats, when they could work purely as skills? (I do realise this is probably a more general d20 question than a T20 one, but still - I'm confused!)
As for the skills themselves, I noted that the Craft and Entertain Cascades didn't actually give any suggestions for what skills they covered, and a few of the P and T skills weren't explained either. T/Mechanical and T/Electronics weren't explained.
Also, although Technosavvy was explained in the Barbarian Class description it wasn't mentioned in the skills section (but it was listed on the skills list on p 66). Then again things like JOT weren't explained in the skills section either, but that wasn't listed on page 66.
The last thing that bugged me was the placement of the Prior History chapter - *after* the 'Final Details' Chapter. I was left rather confused as to when I'm supposed to be doing the Prior History stuff as a result - I'd have thought it would be more sensible to put the Prior History chapter *before* the Final Details chapter, since the chances are that a lot of people are going to want to use Prior History and not start off with level 1 characters. But maybe that's just me.
I think most of these problems come from my unfamiliarity with d20, but there are a few things within T20 that confused me. Still, it probably makes more sense with practise

And if anyone can put me straight on a few of the points I raised above I'd appreciate it!!