I tried searching but didn't find anything, so I hope this hasn't been discussed to oblivion already...
Anyway, I will start running Traveller for my RPG group in the near future, and it is new to everyone (except I played CT many years ago), so we don't have personal experience to fall back on.
At any rate, I love the char gen method in the core book - it gives really flavorful character background filled with interesting events, rivals and allies. That's cool, and I want to keep that, but I worry about the randomness making characters of vastly different ability.
I envision a low to average statted character who failed survival and advancement rolls several times, starting the game with only a minimum of credits and low skill levels. Then, on the other hand, the guy who inevitably rolls way above average abilities, made every survival and advancement roll with super events starting with a starship and megacredits to burn, with skill levels out the wazoo.
It is Roleplaying and this shouldn't be a huge problem, but during play I worry that the former will rarely make the skill roll or have the tech to do the job, while the latter always will, which means the 1st character doesn't contribute as much, bringing the fun level down for that player.
I know that probability makes it very unlikely to see a 222222 who failed at wandering, but it could happen. In D&D, we'd have a criteria that says a re-roll is in order. I don't want to go with the point buy system, because I feel you miss out on one really cool and unique part of the game. Does anyone have house guidelines for when a character should be scrapped? I imagine it should happen once at stat rolls time and then perhaps another gate later.
Perhaps if the sum of all characteristic DMs is negative at the initial stat roll, reroll.
What about later? Allow a re-roll of an event, mishap, injury? Allow a do-over of a term?
???
Any house rules in practice for this?
Or, in the end, is it not really a problem?
Anyway, I will start running Traveller for my RPG group in the near future, and it is new to everyone (except I played CT many years ago), so we don't have personal experience to fall back on.
At any rate, I love the char gen method in the core book - it gives really flavorful character background filled with interesting events, rivals and allies. That's cool, and I want to keep that, but I worry about the randomness making characters of vastly different ability.
I envision a low to average statted character who failed survival and advancement rolls several times, starting the game with only a minimum of credits and low skill levels. Then, on the other hand, the guy who inevitably rolls way above average abilities, made every survival and advancement roll with super events starting with a starship and megacredits to burn, with skill levels out the wazoo.
It is Roleplaying and this shouldn't be a huge problem, but during play I worry that the former will rarely make the skill roll or have the tech to do the job, while the latter always will, which means the 1st character doesn't contribute as much, bringing the fun level down for that player.
I know that probability makes it very unlikely to see a 222222 who failed at wandering, but it could happen. In D&D, we'd have a criteria that says a re-roll is in order. I don't want to go with the point buy system, because I feel you miss out on one really cool and unique part of the game. Does anyone have house guidelines for when a character should be scrapped? I imagine it should happen once at stat rolls time and then perhaps another gate later.
Perhaps if the sum of all characteristic DMs is negative at the initial stat roll, reroll.
What about later? Allow a re-roll of an event, mishap, injury? Allow a do-over of a term?
???
Any house rules in practice for this?
Or, in the end, is it not really a problem?