<nitpick>Originally posted by daryen:
Book 2 char gen,
Book 1, not Book 2.
</nitpick>
Alan B
<nitpick>Originally posted by daryen:
Book 2 char gen,
some options:Originally posted by Aramis:
[/qb]
Well, as I have said before in another post on another thread maybe this one as well, MT has gotten a bad rap because of the rebellion.Originally posted by eiladayn:
Megatraveller is the ONE system of Traaveller I have never owned or played so I have no idea of how that system worked--thanks tho.
Pappy
Just the opposite for my experience. Time can go by quickly when spec-trading.Originally posted by robject:
Lifespan rules end up not making much of a difference in gameplay -- those few lucky players who play more than a couple years of their PCs lives should feel privileged to actually have the aging rules apply.
Well, I'd say that's one way to interpret the LBB1 aging table.Originally posted by kaladorn:
Dunno about you, but most characters get hit by it during generation and none of us felt it was a 'priveledge'. Graduating a character into play with a 4 strength and 3 dex because he was 46 sucked rocks.
Being an "old timer" I like the randomness. Games are supposed to be a challenge, and the challenge of a role playing game is to play a role. That isn't quite the same thing as fantasizing yourself as such-and-such and trying to force it into the game.Originally posted by eiladayn:
I would very much like to overcome this one complaint and beg for suggestions. They say that the character generation is just too random, they want more control over their skills. They have no problem with the stats or even the progression, its the lack of control over WHICH skills their character receives.
What, you use the rules to design ships?Originally posted by Strephon Alkhalikoi:
The funny thing is that in building a crude spreadsheet that generated High Guard stats and doing some forty different ships by hand, you tend to learn the place of everything real quick.
But for my next magical trick, I might try to pull off large starship construction using Book 2 rules.
That is the IMTU code. For an explanation, go here:Originally posted by Straybow:
Speaking of undecipherable strings of characters, I see things on this board like "kk-- hi-- as va- dr- ith? vr? ne? so(++) zh vi da sy A532" and " tc+ t5+ ru ge- 3i c+ jt au+ ls+ pi+ sodavi"
Give a guy a hint?
I liked parts of MT's chargen process though I must say that the T5 system looks very promising right from the start. Much of what you talk about in terms of more choices and the addition of background skills were there in MT though you could get really lucky and end up with a completely overboard character even in relation with the Max skills rule.Originally posted by AndyH:
re eiladayn's comment/query related to randomness in character generation:
With the primary intention of giving Book 1 characters access to skills introduced later, I developed a list of optional substitutions.
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I also encourage the creation of "personal interest" or "background" skills (normally left at level-0).
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I'm one of those who finds the rolling-up process a boost to the imagination. Creating explanations for the results helps me build a biography. The turns of fate give a sense of being "in" the role and the universe even before active play begins.
Me too. Though I'd observe that T20 gives as much background fodder as the "original style" versions (CT, MT, T5) and it also lets you build a character who's closer to what you want or to what the party needs. It has the "life story events" like CT etc, but gives you XP for them to spend on levels as you wish rather than giving you skills directly in prior history.Originally posted by ACK:
I like lifepath based chargen too because it almost forces anyone with half an imagination to come up with a real background for their character.
In our game they missed out on medals etc but got mustering out bennies. OTOH, the GM nicked all our cash money at the start of the game...Originally posted by robject:
Do prefabs get to roll on the mustering-out tables? Might that be a reasonable counterbalance?
Originally posted by Straybow:
[Note to T20/GT philes: above requires Singing skill or feat]
Because most RPGers nowadays aren't interested in playing minigames to make their characters - they want a nice straightforward chargen system that gives them the characters they want to play, not the ones they're lumbered with by random die rolls? Most of the current generation of gamers just want to get that out of the way and jump right into the game with minimum hassle.Originally posted by Bill Coffin:
Anything else to add on? Perhaps that cool task resoltion chart Andy Slack came up with for helping GMs determine resolution on the fly. Other than that, I would include an expanded chargen system, ala Mercenary, High Guard, Scout, etc. for all of the Citizens of the Imperium classes, just for kicks. CT chargen is one of the bet minigames in RPG history. Why not run with that? [/QB]
Yes, I have no idea why some old-time folks cannot get the concept that it is tough on those who have not had the books forever to pick up all the bits and pieces for advanced chargen, alien chargen, Striker rules etc..etc..Originally posted by Bill Coffin:
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What are my gripes about CT? Just that the system was expanded in a piecemeal fashion that requires a lot fo page flipping and remembering of small rules add-ons in funny places. but this is not a problem with the game as designed but rather, how it is ultimately laid out. One day, when I have nothing better to do, I will OCR my reprint books and recompile all of the information therein (esp. weapons and equipment listings) so it's a lot easier to search, and I will call it a day.
With a serious dash of the DGP Task system and some talk about how to correlate that into the system in a smooth fashion.Originally posted by Bill Coffin:
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What could CT use? A clean fusion of the Striker rules and ship combat rules into a single heavy metal combat system that can resolve everything from a guass rifle vs. a jeep to a particle accelerator barbette vs. a ship of the line. That might include huge numbers, but hey, CT uses the eer-elegant mega-credit, so there is hope.
Plug and Play RPG Design and choices are important parts of a good system that are too often ignored.Originally posted by Bill Coffin:
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What else could CT use? Incorporating the Snapshot rules as an optional element of combat. Don't like them? Play combat as originally written. like them? Run with 'em. Plug and play RPG design, my friends. It works.
I would say that a quick chargen system ala T5 is needed nowadays simply because so many people want this. It is a shame but can be merged somewhat with a lifepath based chargen solution.Originally posted by Bill Coffin:
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Anything else to add on? Perhaps that cool task resoltion chart Andy Slack came up with for helping GMs determine resolution on the fly. Other than that, I would include an expanded chargen system, ala Mercenary, High Guard, Scout, etc. for all of the Citizens of the Imperium classes, just for kicks. CT chargen is one of the bet minigames in RPG history. Why not run with that?
I think if you want to have that option, you may as well have a chargen system that does explicitly allow that, rather than have the players figure out how to do it themselves. The current system just assumes everything will be randomly generated and gives no options to deliberately pick things.Originally posted by Secrect Cow Level:
As for the question of random character skills, why not just let the players pick their skills? I do it in my TRAVELLER games and I've never had problems with it. As for players loading up on one or two skills, either limit the number of levels they may have in any skill (say 3 or 4 at most) or create adventures that require a variety of skills to sucessfully complete. Thus well balanced characters are more useful (and fun to play) than two dimensional ones only good at one thing.
We are talking in the T5 forum so it should be noted it has a very nice quick gen system for allowing players to craft a character.Originally posted by Malenfant:
I think if you want to have that option, you may as well have a chargen system that does explicitly allow that, rather than have the players figure out how to do it themselves. The current system just assumes everything will be randomly generated and gives no options to deliberately pick things.