Character creation: characteristics and skills
Niels Kobschaetzki
(29 Dec 2017 23:46 UTC)
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Re: [TML] Character creation: characteristics and skills
Evyn MacDude
(30 Dec 2017 00:19 UTC)
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Re: [TML] Character creation: characteristics and skills Niels Kobschaetzki (30 Dec 2017 07:01 UTC)
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Re: [TML] Character creation: characteristics and skills
Bruce Johnson
(30 Dec 2017 05:14 UTC)
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Re: [TML] Character creation: characteristics and skills
Bruce Johnson
(30 Dec 2017 06:26 UTC)
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Re: [TML] Character creation: characteristics and skills
Niels Kobschaetzki
(30 Dec 2017 06:59 UTC)
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Re: [TML] Character creation: characteristics and skills
Tim
(30 Dec 2017 08:46 UTC)
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Re: [TML] Character creation: characteristics and skills
Thomas Jones-Low
(30 Dec 2017 11:46 UTC)
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Re: [TML] Character creation: characteristics and skills
Rupert Boleyn
(31 Dec 2017 00:05 UTC)
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Re: [TML] Character creation: characteristics and skills Niels Kobschaetzki 30 Dec 2017 07:01 UTC
On 17/12/29 16:19, Evyn MacDude wrote: >On Fri, Dec 29, 2017 at 3:46 PM, Niels Kobschaetzki <xxxxxx@kobschaetzki.net> >wrote: > >> >> Is there any character generation in Traveller (we play 2nd Edition >> Mongoose) that allows this? > >Or at least some kind of modification that >> bring characteristics and skills of some chosen profession closer >> together? > > > >I really haven't played out character gen in MgT 2nd. In 1st edition the >connection rules and the groups skill package did a lot to round out >characters. > >A house rule we have been playing with is throwing 14 dice for >characteristics and discarding the two lowest. then arraigning the remain >in to pairs and distributed as the player wishes. This has lead to slightly >higher than average characters. Sounds interesting. <snip> Thanks for your ideas regarding Augmentations. I will have a look at it. I let the players decide if we just change systems and keep the setting/genre the same (with Uncharted Worlds) or if they want to stay with Traveller and modified character generation. Niels