Character Generation Tests

I rolled up three characters this morning. Please excuse my note taking. I had some time at work and I didn't use a particular format or record my rolls, just the results.

The first one started off better than either of the others where Char rolls were concerned. Things went quickly downhill from there. You know something is wrong when you fail as a Drifter.

STR 11(+1) DEX 10(+1) END 8 INT 7 EDU 6 SOC 5(-1)
Homeworld Skills: Vacc Suit-0, Sci(Chem)-0, Trade()-0

Term1: Marines (failed enlistment), Drifter Rank0
Basic Skills: Athletics-0, Mele(brawl)-0, Recon-0, Streetwise-0, Stealth-0, Survival-0
Scavenger: Astrogation-0
Survived
Event: Mishap, gap in memory
Advance: 0
Age22

Term2: Drifter Rank0
Skill: Guns(any)-0
Survival: No
Missing eye: Dex-2 (now 8)

Muster benes: 3000cr

Final:
Drifter, Scavenger
STR 11(+1) DEX 8 END 8 INT 7 EDU 6 SOC 5(-1)
Astrogation-0, Athletics-0, Guns(any)-0, Melee(brawl)-0, Recon-0, Sci(Chem)-0, Streetwise-0, Stealth-0, Survival-0, Trade()-0, Vacc Suit-0
3000Cr

++++++++++++++++++++++++

This one was a fairly lackluster specimen from the physical POV but apparently the seed on my PC based "dice" improved after the stats were rolled. An excellent education and family connections will definitely give you a decent head start. In fact, at the end this character practically owns outright a starship after 8 terms. He'll have to be careful, though. He's stepped on more than a few toes and has a pocket full of enemies.

STR 5(-1) DEX 5(-1) END 8 INT 6 EDU 11(+1) SOC 10(+1)
Homeworld Skills: Survival-0, Computer-0, Flyer(Grav)-0, Medic-0
Career: Noble (auto)

Term1: Noble (auto) Rank0
Basic Skills: Admin-0, Advocate-0, Comms-0, Diplomat-0, Investigate-0, Persuade-0
Dilletant: Carouse-0
Survived
Event: Conspiracy refused. Gain enemy
Advanced: Carouse-1
Age 22

Term2: Noble (auto) Rank1
Dilletant: Deception-0
Survived
Event: Animals(riding)-1
Not Advanced
Age 26

Term3: Noble (auto) Rank1
Dilletant: EDU +1
Survived
Event: New Contact
Advanced
Age 30

Term4: Noble (auto) Rank2
Dilletant: +1 Dex (now 6)
Survived
Event: +2DM Adv, gain jealous relative enemy
Advanced: Persuade-1
Age 34

Term5: Noble (auto) Rank3
Dilletant: Flyer(Grav)-1
Survived
Event: Gain Persuade-2, Gain ally, Gain enemy
Not Advanced
anagathics: 8000Cr
Age 38

Term5: Noble (auto) Rank3
Dilletant: Admin-1
Survived
Event: Pursuade-3, Gain Rival
Advanced
anagathics: 8000Cr
Age 38

Term6: Noble (auto) Rank4
Dilletant: JoT-0
Survived
Event: Admin-2, Gain Rival
Not Advanced
anagathics: 6000Cr
Age 42

Term7: Noble (auto) Rank4
Dilletant: Melee(blades)-0
Survived
Event: Good Fotrune +2DM to benefit roll
Not Advanced
anagathics: 8000Cr
Age 46

Term8: Noble (auto) Rank4
Dilletant: Deception-1
Survived
Event: +2 Advance
Advanced to rank5: JoT-0
anagathics: 12000Cr
Age 50


Yacht, +1 SOC (now 11), 10 shares, +1 Soc (12), 10 Shares, Yacht, Blade, TAS
100K, 200K, 10K
-34K Medical
Aging (6-1 for anagathics)=1 Reduce END to 7

Final: Noble, Black Sheep
STR 5(-1) DEX 6 END 7 INT 6 EDU 12(+2) SOC 12(+2)
Admin-2, Advocate-0, Animals(riding)-1, Carouse-1, Comms-0, Computer-0, Deception-1, Diplomat-0, Flyer(Grav)-0, Investigate-0, JoT-0, Medic-0, Melee(blades)-0, Persuade-3, Survival-0
276,000Cr, Rapier, TAS, Yacht (40 shares Owes 4Mcr)
10,000 Retirement
1 Ally, 1 contact, 2 Rivals, 3 Enemies

+++++++++++++++++

Lastly here's someone who really got the stat shaft. I'm betting more players would want to re roll. I know I did. That said, this one turned into a fairly quirky character who, when played by the right person, could be the life of the party in a psychotic sort of way.

STR 2(-2) DEX 2(-2) END 5(-1) INT 7 EDU 7 SOC 5(-1)
Homeworld Skills: Vacc Suit-0, Survival-0, Flyer(Grav)-0

Term1: Scouts Rank0
Service Skills: Pilot(Spacecraft)-0, Vacc Suit-1, Mechanic-0, Astrogation-0, Comms-0, Guns()-0
Exploration: Navigation-0
Survived
Event: +1DM to any bene roll
Advanced (JoT-0)
anagathics: 2000Cr
Age 22

Term2: Scouts Rank1
Exploration: +1END (now 6)
Survived
Event: Pilot-1
Advanced
anagathics: 6000Cr
Age 26

Term3: Scouts Rank2
Exploration: +1STR (now 3)
Survived
Event: Astrogation-1
Not Advanced
anagathics: 6000Cr
Age 30

Term4: Scouts Rank2
Exploration: +1EDU (Now 8)
Did Not Survive: Soc -1 (Now 4) Phycho.
anagathics: 2000Cr
Age 34
Muster Benes: Scout Ship, Weapon, 30000Cr, 30,000(-16K=44000Cr)

Term5: Drifter rank0
Wanderer: +1STR (now 4)
Survived
Event: Alien Device
Advanced Vacc Suit-2
anagathics: 6000
Age 38

Term6: Drifter Rank1
Wanderer: +1STR (now5)
Survived
Event: +4 bene roll
Advanced
anagathics: 10000Cr
Age 42

Term7: drifter Rank2
Wanderer: Survival-1
Survived
Event: Gain enemy
Did not advance
anagathics: 6000
Age 46

Muster out: 8000Cr(+44000-27000)=25000Cr, Weapon, Weapon

Final: Drifter, Ex-scout
STR 5(-1) DEX 2(-2) END 6 INT 7 EDU 7 SOC 4(-1)
Astrogation-0, Comms-0, Flyer(Grav)-0, Guns()-0, Mechanic-0, Navigation-0, Pilot(Spacecraft)-0, Survival-1, Vacc Suit-2
Scout Ship, 3 Weapons, 30000Cr, Alien Artifact

+++++++++++++++++

Opinions:

I think the age effects are a bit harsh, especially for an advanced society. Even today age matters less than 20 years ago and a 45 year old can almost keep pace with a 25 year old. I'm thinking I would raise the beginning of the aging process or severely slow the effects.

In any case, I wouldn't even think of rolling up a character without medical enhancements.

Only a few of the life events have any real effect. I think the detailed backstory should be left to players unless the events include a stat/skill addition or subtraction.

As already noted, advancement can be a bear, esp if you follow the first guideline, rather than the checklist DM that only subtracts current rank.


Looks good overall.
 
On second thought, I messed up the formula for ship ownership.

The Dilettante owes about 26MCr and change on the yacht. I saw 1Mcr per share and compared it to the ship cost, thinking the thing was almost paid for.

Then again, it is a bit confusing. If 40Mcr represents the down payment, then only the 4MCr would have been amortized with interest. The formula seems to be stating that this is the amount paid down through loans, not so much that it is a down payment.
 
JimG said:
Interesting example - mathematically impossible as written - but interesting.

After reviewing some other threads, I'm going to back off of this argument a bit.

It's not mathemetically impossible if you use the Advancement DM listed on the character generation checklist (Rank as -DM), rather than those on the Career tables (terms as a -DM).

So, given that assumption, this is a good example of a broken character which argues for clarifying the Advancement DM as well as tweaking the aging rules.
 
DHRIDER67
I think you messed up the skill levels. Other than Basic Training, those skills should give you +1 level in them, not Skill-0 again.

So if you roll Carousing, it is Carousing-1 not Carousing-0 enless it specifically says skill-0.
 
Anagathics are only available at TL15 per the rules, so the cost should be adjusted for lower TL somehow (they have to be imported).

Personnally, I don't have a problem with a 15 term character on Anagathics. That is what they are FOR, it is why people would use them. Of course you are now basically addicted to them, but that is an in-game effect.
 
I think the 'Cost Of Ship' column only represents the price if paid in cash. If you are acquiring a ship through shares, the cost is *much* higher - rather like the difference between buying something cash or on HP in real life.

The table is broken for Scout Ships and Seekers though. The Share cost is *lower* for those than the cash price.

Hmmm .... if I were a Traveller under these rules, I'd see an opportunity to make some easy money there .... :D
 
hdrider67 said:
Then again, it is a bit confusing. If 40Mcr represents the down payment, then only the 4MCr would have been amortized with interest. The formula seems to be stating that this is the amount paid down through loans, not so much that it is a down payment.

Call me crazy, but I think any game that talks about "loans", "shares", "amortization", "interest", and "down payment" needs to be taken out back and shot til it's very dead. Are we supposed to be roleplaying in the far future here, or sorting out financial crap that we generally hate dealing with in our real lives?
 
EDG said:
hdrider67 said:
Then again, it is a bit confusing. If 40Mcr represents the down payment, then only the 4MCr would have been amortized with interest. The formula seems to be stating that this is the amount paid down through loans, not so much that it is a down payment.

Call me crazy, but I think any game that talks about "loans", "shares", "amortization", "interest", and "down payment" needs to be taken out back and shot til it's very dead. Are we supposed to be roleplaying in the far future here, or sorting out financial crap that we generally hate dealing with in our real lives?

You asked for it: You're crazy. :P

Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

If it's not in there, those who want it won't have it, and like d6 Space or WEG SW, it becomes a matter of GM fiat... or flat out ignored. It was so vital to a subset of WEG SW players that an entire supplement was added to cover tramp merchants and making money with them, as well as paying the bills.

Traveller has always supported about 4 different play styles:
1) Dirty Deeds done Dirt Cheap
2) Merchant spacecrew
3) Mercenaries
4) Starmercs (Space Naval Mercenaries)

All of these roles have been put forth in various adventures in multiple editions. Several more exist in one or another edition:

5) In His Imperial Majesty's Service (TNE, GT, T4 Mission of State)
6) Fleet Commander's Game (Adv 5, Pocket Empires)
7) Character Scale Wargame (MT, Snapshot, AHL, TNE)
8) Cadre of Big Units (MT)
9) Explorers (AM1)

Dropping one of the top four from playability by lacking a couple pages of rules is bad design, and will prevent one of the key "look & feel" elements of traveller from being present.
 
ANYA
Str 5 (-1), Dex 9 (+1), End 8 (0), Int 9 (+1), Edu 9 (+1), Soc 8 (+0)

Homeworld: Vaccuum, Industrial, Early-Stellar

Background Skills: Vacc Suit-0, Trade (Construction)-0, Computer-0, Engineer (Electronics)-0

With smarts, knowledge and manual dexterity, not to mention practical experience in various technical fields - probably a combination of technical schooling with part-time factory work as a teenager - Anya is a good match for either a Scholar or a Naval engineer. As she looks more like the hands-on type, I'd choose the latter for her.

Term 1 Navy Engineer Rank 0
Basic Training: Comms-0, Mechanic-0, Sensors-0, Engineering (Power)-0, Gunner (Turrets)-0.
Skill: Navigation +1.
Event: Life Event: Good Fortune. +2 to one Benefit roll
No Advancement

Term 2 Navy Engineer Rank 0
Skill: Gunner (Turrets) +1
Event: Diplomatic Mission. Contact
No Advancement

Term 3 Navy Engineer Rank 0
Skill: Pilot (Spacecraft) +1
Event: Foil Mutiny. Enemy, +2 Advancement
Advance to Rank 1. Melee (Blade)-1, Computer-1

Term 4 Navy Engineer Rank 1
Skill: Gunnery (Turret) +1
Event: CO takes notice. +2 Advancement
Advance to Rank 2. Leadership-1, Comms-1
Aging: No effect.

Term 5 Navy Engineer Rank 2
Skill: Mechanic +1
Event: Diplomatic Mission. Contact
No Advancement
Aging: No effect.

Term 6 Navy Engineer Rank 2
Skill: Sensors +1
Event: Opportunity to Abuse. +2 Advancement
No Advancement
Aging: STR -1, DEX -1, END -2

Final Results:

Sublieutenant Anya, Age 42

Str 4 (-1), Dex 8 (0), End 6 (0), Int 9 (+1), Edu 12 (+2), Soc 8 (+0)

Skills:
Gunner (Turrets)-2, Navigation-1, Pilot Spacecraft-1, Melee (Blade)-1, Computer-1, Leadership-1, Comms-1, Mechanic-1, Sensors-1, Vacc Suit-0, Trade (Construction)-0, Engineer (Electronics)-0, Engineering (Power)-0.

[Not assigned - 2x connection skills, 1x starship package skill]

Assets:
90k, 2 ship shares, Retirement Benefits: 4k/yr

Has 2 Contacts

Assumptions:
1D6 (and not 2D6) roll on the Aging table.

Comments/Conclusions:
1) The end result is a very useful all-around spacer; while her profession is that of a gunner, she can operate almost any bridge system and even conduct equipment repairs. Just let her pick Navigation from the starship skill package and she'll fit into any bridge position.
2) The Aging rules should be placed right after the Allies/Enemies rules rather than after the careers for the ease of reference.
3) If you receive a zero-level skill in an area where you already have a zero-level skill, you gain no benefit, right?
4) CharGen is fun, easy, and relatively quick, and yet it gives your character many plot hooks to draw on and produces an interesting character.
5) I'd wager that the one of the first house-rules people would make would be expanded (D66? D666? D100?) Event tables for even more variety.
 
DOUG
Str 10 (+1), Dex 8 (0), End 10 (+1), Int 8 (0), Edu 8 (0), Soc 8 (0)

Homeworld: Desert World, Non-Industrial, Pre-Stellar

Background Skills: Survival-0, Animal (Farming)-0, Drive (Wheeled)-0.

A bit above average in potential, and quite able-bodied, straight out of the farm and right into the Army.

Term 1 Army Infantry Rank 0
Basic Training: Gun (Slug Rifle)-0, Melee (Brawling)-0, Heavy Weapons (Launchers)-0, Stealth-0, Athletics-0, Leadership-0.
Skill: +1 END
Event: CO takes notice (+4DM to Adv)
Advance to Rank 1. Leadership-1, Melee (Brawling) +1

Term 2 Army Infantry Rank 1
Skill: Gun (Slug Rifle) +1
Event: Surrounded & Outnumbered (+2DM to Adv)
Advance to Rank 2. Gun (Slug Pistol) +1

Term 3 Army Infantry Rank 2
Skill: Gun (Slug Rifle) +1
Event: Special assignment (+1 DM Benefit)
No Advancement

Term 4 Army Infantry Rank 2
Skill: Gun (Slug Pistol) +1
Event: Surrounded & Outnumbered (+2DM to Adv)
No Advancement
Aging: No Effect

Term 5 Army Infantry Rank 2
Skill: Sensors +1
Event: Disaster! Unit slaughtered! Enemy
No Advancement
Aging: -2 STR, -1 DEX, -1 END

Final Results:

Captain Doug, Age 38

Str 8 (0), Dex 7 (0), End 11 (+1), Int 10 (+1), Edu 8 (0), Soc 8 (0)

Skills:
Leadership-1, Melee (Brawling)-1, Gun (Slug Rifle)-2, Gun (Slug Pistol)-2, Sensors-1, Survival-0, Animal (Farming)-0, Drive (Wheeled)-0, Heavy Weapons (Launchers)-0, Stealth-0, Athletics-0.

[Not assigned - 2x connection skills, 1x mercenary package skill]

Assets:
20k, 2 Combat Implants, 12 ship shares, Retirement Benefits: 2k/yr

Has 1 Enemy

Comments/Conclusions:
1) The specialities of Heavy Weapons are not listed yet in the skills section.
2) The event tables are too short - a character could, for example, face two (or more!) mutinies in one career (are they THAT common?). I suggest using a two-tiered event system to solve this problem without adding too many table options: first roll on an assignment table listing typical activities for the career (for Army/Marines this would be Raid, Strike, Police Action, Garrison and so on); a special Event would be called for only as one of the assignment table results (1 in 6? 1 in 3?). This way events would be rarer and more interesting.
 
MIRENA
Str 6 (0), Dex 7 (0), End 6 (0), Int 11 (+1), Edu 6 (0), Soc 4 (-1)

Homeworld: Asteroid Belt, High Pop, High Stellar

Background Skills: Vacc Suit-0, Streetwise-0, Flyer (Grav)-0

A witty low-life from high-tech world, Mirena looks like the right stuff for a tramp merchant's crew: savvy with the streets, sharp with her mind, and hungry for credits.

Term 1 Space Trader Rank 0
Basic Training: Pilot (Spacecraft)-0, Zero-G-0, Mechanic-0, Astrogation-0, Sensors-0.
Skill: Vacc Suit +1
Event: Legal Trouble. Admin +1
Advance to Rank 1. Persuade +1, Sensors +1

Term 2 Space Trader Rank 1
Skill: Pilot (Spacecraft) +1
Mishap: Bankrupted. No benefits from these two terms. Rival

Term 3 Drifter Wanderer Rank 0
Skill: Survival +1
Mishap: Illness. -1 END

Final Results:

Mirena, Age 30

Str 6 (0), Dex 7 (0), End 5 (-1), Int 11 (+1), Edu 6 (0), Soc 4 (-1)

Skills:
Vacc Suit-1, Admin-1, Persuade-1, Sensors-1, Pilot (Spacecraft)-1, Survival-1. Streetwise-0, Flyer (Grav)-0, Zero-G-0, Mechanic-0, Astrogation-0.

[Not assigned - 1x connection skill, 1x trader package skill]

Assets:
None.

Has 1 Rival

Comments/Conclusions:
1) This character had quite a harsh life and is currently down on her luck; she also has quite a potential for complex revenge plans. A great character to play, IMHO.
2) As was said earlier in this thread, a homeworld skill for an habitable environment is missing; characters with INT 6+ from an earthlike world would only have 2 homeworld skills according to the current tables.
 
AKAramis said:
Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

And this can't be done with some kind of abstraction? It can't be boiled down to say a single dice roll, or a Wealth stat or something? I mean, no wonder Traveller has a reputation for being "accounting in space".
 
EDG said:
AKAramis said:
Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

And this can't be done with some kind of abstraction? It can't be boiled down to say a single dice roll, or a Wealth stat or something? I mean, no wonder Traveller has a reputation for being "accounting in space".

And a great many enjoy this Element, EDG. I think the CT abstraction was simpler, but the TNE process is better; it would seem that Gar thinks so, too, since he included the much more flexible TNE approach.
 
EDG said:
AKAramis said:
Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

And this can't be done with some kind of abstraction? It can't be boiled down to say a single dice roll, or a Wealth stat or something? I mean, no wonder Traveller has a reputation for being "accounting in space".
Depends on the type of game. A merchant game calls for financial calculations and an economic system which, for the very least, feels believable - some degree of accounting is integral to such a premise. Ofcourse, if economics aren't your thing, there are many other types of Traveller games which could easily work with a wealth stat, with less economics, or even with issued equipment (as in an active-duty military campaign).
 
MICHAEL
Str 6 (0), Dex 8 (0), End 11 (+1), Int 10 (+1), Edu 5 (-1), Soc 4 (-1)

Homeworld: Fluid Oceans, High Population, Average Stellar

Background Skills: Streetwise-0, Drive (auto)-0

Michael looks like a candidate for the Scouts: smart, tough, but not that well-groomed or bookish type. Rather a frontier kind of a fellow, I may say. However, he failed the Scouts entry exam (OOC: the qualification roll) and was drafted into the local police force.

Term 1 Agent/Law Rank 0
Basic Training: Streetwise-0, Drive (Wheeled)-0, Investigate-0, Computer-0, Recon-0, Gun (Slug Pistol)-0.
Skill: Streetwise +1.
Event: Dangerous Investigation. Persuade +1
No Advancement

Term 2 Agent/Law Rank 0
Skill: Recon +1
Event: befriended by a senior. +4 Advancement
Advance to Rank 1. Streetwise +1, Gun (Slug Pistol) +1

Term 3 Agent/Law Rank 1
Skill: Investigate +1
Mishap: Severely Injured. Scarred. Cr4,000 to restore.

Failed again to enlist in the Scouts. Ending career.

Final Results:

Corporal Michael, Age 30

Str 6 (0), Dex 8 (0), End 11 (+1), Int 10 (+1), Edu 5 (-1), Soc 4 (-1)

Skills:
Streetwise-2, Persuade-1, Recon-1, Gun (Slug Pistol)-1, Investigate-1, Drive (auto)-0, Drive (Wheeled)-0, Investigate-0, Computer-0.

[Not assigned - 2x connection skills, 1x starship package skill]

Assets:
25k

Comments:
1) P.34 lists the cost of restoring a wounded characteristic as Cr2,000 per point, yet the example on p.35 shows a character who've suffered from 2 points of damage to his Strength and has to pay Cr1,000 rather than Cr4,000. Which is the correct figure?
 
EDG said:
AKAramis said:
Seriously, tho', any game where players can start with multi-million credit (given conversions, 2007US$5 per credit in most items), we need to be able to have a grip on how much is owed, how much has been paid, how much it's worth, how old the ship is, and how much it can make, both median and best case.

And this can't be done with some kind of abstraction? It can't be boiled down to say a single dice roll, or a Wealth stat or something? I mean, no wonder Traveller has a reputation for being "accounting in space".

It also has a reputation as "heavily armed criminal sociopaths of the spacelanes" and "wannabe astrophysicists in space".

Although, to be fair, the last group is generally only found just in descussion groups. Try slimming down the star system rules, and see what happens. They bite !

That said, much as I fin
 
[/quote]

It also has a reputation as "heavily armed criminal sociopaths of the spacelanes" and "wannabe astrophysicists in space".

Although, to be fair, the last group is generally only found just in descussion groups. Try slimming down the star system rules, and see what happens. They bite !

That said, much as I fin[/quote]

Oops. Spazz hands, today.

Anyway, to continue, much as I personally find trader campaigns boring, I am far and away in the minority it seems; and for that kind of campaign, it strikes me that less detail will equal either more abuse, or less motivation.

For a merc or exploration campaign, less is probably better.

We need both.
 
JimG said:
Interesting example - mathematically impossible as written - but interesting.

After 10 terms as Dilettante, you have a -10 DM to advancement. Even with the +3 from Soc (note that the mods cap out at +3), if you roll a 9 or less, you are forced out.

after 11 terms, you'd need a 11 or more, 12 terms would require a natural 12, 13 terms isn't going to happen without hitting the exact events needed... and those aren't listed.

That particular scenario may be impossible but the idea is sound.

I just generated a 30 term character using aging drugs that gave them similar benefits. I think, given the right rolls (and its not that hard) I could probabaly do 50 terms.

All you need to do is keep the terms in each career to about 10 or so and make Noble your last (as you automatically succeed in qualification).

Seriously, by the time you hit about 25 terms uou can have most of your physical stats at at least +2, probably +3 anyway so you dont even need to make survival rolls and advancement is easy.

I think the spirit of the original rule is that its an unmodified failed advanced roll that kicks you out of the career but this is not made specific in the playtest rules.

In any case the aging rules make no real sense to be honest. Why does a high tech universe have an average life expectancy of about 65? This can be covered much more easily with another catch-all rule that isnt specific about age. If people want to live forever thats fine as long as it doesnt allow creation of uber-characters....
 
haphazarduk said:
I think the spirit of the original rule is that its an unmodified failed advanced roll that kicks you out of the career but this is not made specific in the playtest rules.

The posted version v2.0 rules have a much better system that makes serving more than 5-6 terms in a given career unlikely and 10 terms virtually impossible. The costs and risks of anagathics are slightly higher as well.


In any case the aging rules make no real sense to be honest. Why does a high tech universe have an average life expectancy of about 65? This can be covered much more easily with another catch-all rule that isnt specific about age. If people want to live forever thats fine as long as it doesnt allow creation of uber-characters....

For me, the aging rules are that "catch-all rule" to encourage players to quit generating and start playing and don't bother me as such.

I do understand the complaint about life expectancies, but in the choice between "realism" and "playability," I'll usually choose playability. It doesn't take that much of a leap (for me) to rationalize the aging.
 
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