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 Thomas Jones-Low 30 Dec 2017 11:46 UTC
On 12/29/2017 6:46 PM, Niels Kobschaetzki wrote: > Hi, > > My group and I are nearly through our first small Traveller-campaign > (the Tinath-campaign from the starter box). Most of my players have a > problem that their characteristics and their skills do not fit well > together. The ex-scout courier is a better shot than the ex-space marine > because the scout has a better dex-characteristic than the space marine > for example. With other games they created a character and they have an > idea in mind what the characters thing is and then he is good in his > thing. > 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? Maybe a character generation that isn't that randomized? > > Thanks > > Niels > > P.s.: I have no problem with the lifepath generation and find it great. > But several of my players have a real problem with it. The cop was > pretty useless most of the time and not having a Vacc Suit skill gave > him certain severe disadvantages. The space marine hates it that pretty > much everybody is better in shooting than him, even though he has > several weapon skills and even higher skills than others but his Dex -1 > reduces a skill of 2 more or less to 1. And the scout has Dex +1 or +2 > and one weapon skill on 1 and is therefore a pretty good shot already > etc. I remember reading, lo these many years ago, a similar complaint in the Dragon magazine. In this case it was a friend of the author who wanted to play Han Solo, able to pilot a ship through the asteroid field. The article went on to describe the solution: Give each player a pool of points (IIRC 30 or 50) to act as DMs on the rolls they choose during character generation. Dex rolled too low, give it a nudge up a few points. Miss the survival roll by one, add two to the roll to make it ok. Want a specific skill, for 3 points you can select it. There were some specific rules, like you could buy psionics + training for most of the points up front. And a few others that I'm forgetting. This requires a strong trust with your players, both with you as Referee and each other. This gives you the lifepath event generation, but with a little player control over the events. -- Thomas Jones-Low Work: xxxxxx@softstart.com Home: xxxxxx@gmail.com