GuernseyMan
Mongoose
We had our first evening of actual playtesting on Thursday, have generated the characters previously.
A few random comments from the players, these are consensus of the whole group. My personal comments are elsewhere in the forums:
Boon and Bane
Couldn't get to grips with at all. It was mentioned that the rules didn't match the examples in the book and we struggled with bonuses/penalties/boons/banes and target numbers.
Some parts of the rules specify target numbers for tasks 8+/4+ etc but other parts give bonuses to the rolls (assuming 8+ as the target). In the end we used 8+ for everything with modifiers to the dice rolls. Only used one boon (piloting, taking time for docking) all evening. Didn't much like the fact that it didn't matter how many boons you got you still only got the single bonus whereas if the "situational modifier" was an actual +1 then they stacked. Players felt short-changed on this.
Sciences
All sciences should be put back to Life and Physical. Too overarching by far. You can argue that learning physics gives you a foundation in chemistry but not in economics or philosophy!
Skills General
Learning skills in play is far too easy and fast. When the players tell you that there is something wrong! A character with an EDU of +0 has about a 40% chance of learning a level 0 skill in a week. That's 20 skills per year if all he does is train.
Putting that into context that means that an average character can have every level 0 skill in the book within 2 years. An EDU+2 character can do it in a year with lucky rolls. What was he doing at University to only gain effectively three skill levels in 4 years?
A decent GM will put the brakes on by needing study materials, teachers etc but, as written, the rules allow you to pimp your character in the extreme. You should not be able to go from no knowledge of medicine to subsector-renowned surgeon in less than a year which is exactly what our test rolls show is possible.
The limitation in skills of 3x(EDU+INT) was not seen as a limitation. Even with average scores this would allow 42 skill ranks, far above what any of the characters were able to achieve in generation. Not including level 0 skills in this limited was seen as an oversight.
The skill training system will result in "adventuring" characters being far superior to anyone else in the Empire, exactly what I was trying to avoid when we stopped playing Traveller d20.
General Feeling
In general the feeling was "We enjoyed it because it was Traveller, but it doesn't give us anything new or exciting over Mongoose v1". Probably stick with v1 and use a couple of house rules we like from this beta.
Of course we didn't get the chance to try out the new vehicle/spaceship rules so there might be more enthusiasm next week when the take on the Zhodani fleet (part of it)!
A few random comments from the players, these are consensus of the whole group. My personal comments are elsewhere in the forums:
Boon and Bane
Couldn't get to grips with at all. It was mentioned that the rules didn't match the examples in the book and we struggled with bonuses/penalties/boons/banes and target numbers.
Some parts of the rules specify target numbers for tasks 8+/4+ etc but other parts give bonuses to the rolls (assuming 8+ as the target). In the end we used 8+ for everything with modifiers to the dice rolls. Only used one boon (piloting, taking time for docking) all evening. Didn't much like the fact that it didn't matter how many boons you got you still only got the single bonus whereas if the "situational modifier" was an actual +1 then they stacked. Players felt short-changed on this.
Sciences
All sciences should be put back to Life and Physical. Too overarching by far. You can argue that learning physics gives you a foundation in chemistry but not in economics or philosophy!
Skills General
Learning skills in play is far too easy and fast. When the players tell you that there is something wrong! A character with an EDU of +0 has about a 40% chance of learning a level 0 skill in a week. That's 20 skills per year if all he does is train.
Putting that into context that means that an average character can have every level 0 skill in the book within 2 years. An EDU+2 character can do it in a year with lucky rolls. What was he doing at University to only gain effectively three skill levels in 4 years?
A decent GM will put the brakes on by needing study materials, teachers etc but, as written, the rules allow you to pimp your character in the extreme. You should not be able to go from no knowledge of medicine to subsector-renowned surgeon in less than a year which is exactly what our test rolls show is possible.
The limitation in skills of 3x(EDU+INT) was not seen as a limitation. Even with average scores this would allow 42 skill ranks, far above what any of the characters were able to achieve in generation. Not including level 0 skills in this limited was seen as an oversight.
The skill training system will result in "adventuring" characters being far superior to anyone else in the Empire, exactly what I was trying to avoid when we stopped playing Traveller d20.
General Feeling
In general the feeling was "We enjoyed it because it was Traveller, but it doesn't give us anything new or exciting over Mongoose v1". Probably stick with v1 and use a couple of house rules we like from this beta.
Of course we didn't get the chance to try out the new vehicle/spaceship rules so there might be more enthusiasm next week when the take on the Zhodani fleet (part of it)!