Originally posted by Swordy:
</font><blockquote>quote:</font><hr />Originally posted by Big Tim:
I think that character generation should be both quick and easy (ala book 1) and detailed and flexible (ala book 4/5/6 maybe with some D20 stuff tossed in). GM's can generate hordes of NPC's while Players can savor choices and history in their character creation.
I think combat, at it's heart, is a task -- and rules should be written accordingly. Personally, I dislike all the combat systems that have been written so far. CT is the closest, and even that I house ruled a bit.
Combat should be the same format for individual, vehicle or spacecraft...only the scales change.
Vechicle and ship design rules should be simple enough for normal geek-folk to do but still detailed enough for gear-heads to play with.
comments?
CT developed and expanded over ten years and became quite rich, but there was still ease at the core. I'm in agreement about your refrain that both easy and detailed systems of chargen and tech should be included from the start. A unified task/combat system sounds lovely, but it still needs to be very straight forward. 2d6 is still my preference, but that's just the traditionalist in me. d66 is an interesting twist on that theme. Is there a good task system out there that stick with two six-sided dice? </font>[/QUOTE]The Silhouette (Dream Pod 9)uses 2d6 for untrained skills though while it has threshold numbers the dice aren't added together across the board. The highest number is used and any additioanl sixes add 1.
If you are trained in a skill it's more of a dice pool system. FWIW, dice pool systems aren't all that bad, and can be quite fast. Storyteller revised or the version used in Adventure, etc. doesn't punish highly skilled characters like the older versions did.
DP9 is releasing a generic Silhouette book any time now.
core faq link
I'll get the new Jovian Chronicles 2nd edtion and the core rules when they come out. (JC suffered from info being spread out over too many books IMO hopefully this will correct matters)
Most newer games use 3d6, 1d10, 3d10, or a dice pool of d6s or d10s. With the availability of differnt types of dice there's really no reason to stick with 2d6 for a new game. Heck even the Buffy (an example of a game marketed to non-gamers) game is d10+modifiers and the new Marvel game won't use dice at all.
Oh and my main grips with CT (from what I remember):
No relationship of characteristics with the task/skill system.
Completely random chargen often resulting in too few skills.
Focus on military type characters (somewhat fixed in the later supplements)
Too many dang rules spread throughout a lot of books.
No design rules for vehicles or equipment.
Not enough descriptive artwork, even in the Travller Book edition. (ok here's a picture of a weapon, what weapon is it?)
No option for point based chargen, at least for characteristics (heck even d20 has this now).
Too many wargame type matrixes/tables ala WRG miniature rules. (+1, -2, +2, -3, +2 ok no change; @#@!@%#$&)
No option for cinematic action ala Buffy's Drama Points. Not essential but makes for some fine heroics.
Still, I think it's a model for short character listings and simplicity. I also like BRP, BESM, and Gurps Lite for rules-lite system (each have free internet versions).
Casey