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Opinion: T5 Could Use a Character Builder

BeniS

SOC-3
A while ago I tried starting a T5 campaign which fizzled out. Our first hurdle was character generation because T5's professions are all on one page and at first glance, at first chargen, it was like playing Where's Waldo. the players did one terms and never touched T5 again. I would love to run an actual T5 game but without reorganizing the professions there's slim chances that'll happen. I guess I could just use CT, T4 or MGT2's Chargen to sidestep the issue but I would like for there to be a charcter builder specifically made for T5, Something that lowers the barrier of entry. If I was a programmer I would have done it myself but my skills with programming begins and ends with with writing batch files for DOOM. Does anyone else feel the same way or am I just a grug who wants to grug like no grug has ever grugged before?
 
There are some examples of character generation in the T5 Imperiallines - see https://www.travellerrpg.com/threads/imperiallines-magazine-for-t5.35567/

Like a lot of T5, the stuff is there, just not particularly well organized. And sometimes the examples don't appear to match the rules. I've struggled with character generation multiple times and it never got easier. Especially as each career works somewhat differently. It would be complicated to create a builder because of the variety of processes. There are some T5 examples in my blog as well and I am pretty certain I still did not do them correctly.
 
I have generated a few, and find as ref, I prefer if the player makes the character they want to play, as the rules say, vs strict adherence to the process, as the results are sometimes less than ideal.
 
There are some examples of character generation in the T5 Imperiallines - see https://www.travellerrpg.com/threads/imperiallines-magazine-for-t5.35567/

Like a lot of T5, the stuff is there, just not particularly well organized. And sometimes the examples don't appear to match the rules. I've struggled with character generation multiple times and it never got easier. Especially as each career works somewhat differently. It would be complicated to create a builder because of the variety of processes. There are some T5 examples in my blog as well and I am pretty certain I still did not do them correctly.
Yeah, my players were like asking "what does this do" even after group reading Character Generation. There's a lot to like about T5 but chargen isn't one of them which is a damn shame. I think I'm gonna use T4's Chargen with some houserules to further streamline the process.
 
I have generated a few, and find as ref, I prefer if the player makes the character they want to play, as the rules say, vs strict adherence to the process, as the results are sometimes less than ideal.
Some of my player would get frustrated by that approach. "Why should *we* wing it?" Sort of thing. I'm sure if they gave it a shot they could enjoy it but there's already a lot of moving parts in RAW chargen that makes newbies to the system hesitant to try out.
 
Some of my player would get frustrated by that approach. "Why should *we* wing it?" Sort of thing. I'm sure if they gave it a shot they could enjoy it but there's already a lot of moving parts in RAW chargen that makes newbies to the system hesitant to try out.
Yes, true, though T5 has a few "wing it" parts like more of an old school design, it is not as AD&D where there were a lot of rulings needed on rules, or processes. With character generation, I like keep a few points left over for the player to designate where they should go to round the character out. Though I have noticed that some want to limit the skills, and levels in T5, which even though it plays heavily off the characteristic, skills are important, and that there should be a decent level to avoid the "this is hard" extra die.
 
My preferred method for char gen is to hand out / use a sheet of paper with say, 100 pre-generated sets of stats for the base character. You chose one you want. You can choose your skills and such as you advance in your pre-play 'career.' What I then do is tailor the scenarios to the player choices rather than shoehorn the players into a scenario that doesn't fit them.

So, if they're gunfire heavy, there's going to be blood tonight. Expect to blow through your life savings in ammunition and weapons.

sub-buzz-7932-1652146933-13.jpg


If they're more a ship crew and merchants there's going to be a lot of shady and questionable business to be had that will try its damnedest to take all of their money with the odd pirates and other ship battles to be had.

If they're scouts and spies, evil plots and intrigue with everyone trying to kill you while being broke is the game of the day.

My one consistent thing is, you are NOT getting rich being a Traveller! Adventuring is for the dedicated, not for profit.
 
Yes, true, though T5 has a few "wing it" parts like more of an old school design, it is not as AD&D where there were a lot of rulings needed on rules, or processes. With character generation, I like keep a few points left over for the player to designate where they should go to round the character out. Though I have noticed that some want to limit the skills, and levels in T5, which even though it plays heavily off the characteristic, skills are important, and that there should be a decent level to avoid the "this is hard" extra die.
I'm hoping for Traveller 8 to fix some of editorial issues of T5 especially with Mongoose being the owners of Traveller now. I would like to see Marc going through Chargen with someone.
 
Yeah, my players were like asking "what does this do" even after group reading Character Generation. There's a lot to like about T5 but chargen isn't one of them which is a damn shame. I think I'm gonna use T4's Chargen with some houserules to further streamline the process.

I think T4 & T5 would make a good "hybrid" if you want to do certain things a little bit more simplified. Just be advised that T5 Skills map to CT/MT/T4 skills at "2x +1".

Meaning:
  • CT/MT/T4 Skill-0 = T5 Skill-1
  • CT/MT/T4 Skill-1 = T5 Skill-3
  • CT/MT/T4 Skill-2 = T5 Skill-5
etc.

This is important for how the T5 skills interact with many of its task resolution processes. So if you use the T4 CharGen system, make sure to adjust the skills levels appropriately when you are done.
 
I think T4 & T5 would make a good "hybrid" if you want to do certain things a little bit more simplified. Just be advised that T5 Skills map to CT/MT/T4 skills at "2x +1".

Meaning:
  • CT/MT/T4 Skill-0 = T5 Skill-1
  • CT/MT/T4 Skill-1 = T5 Skill-3
  • CT/MT/T4 Skill-2 = T5 Skill-5
etc.

This is important for how the T5 skills interact with many of its task resolution processes. So if you use the T4 CharGen system, make sure to adjust the skills levels appropriately when you are done.
Writing it in my notes boss 🫡
gonna make a binder were all my notes and houserules are easily accessible to players or, if playing online, something they can read in their prefered PDF or .docx viewer.
 
I'm hoping for Traveller 8 to fix some of editorial issues of T5 especially with Mongoose being the owners of Traveller now. I would like to see Marc going through Chargen with someone.
Marc has run chargen at GenCon and other conventions, I have not seen it, though that would be interesting to see.
 
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