ZobMan said:
Hi Zobman. Welcome to the Forums.
ZobMan said:
...and they're generally above 10 in the key areas for their profession.
There is a decent chance (would a math whiz please give figures) that one of your characters stats would have a +1 DM 9, or even 10 for a characteristic. It is up to the player, and a bit of luck, to chose a career where this is the key area of their profession.
ZobMan said:
It seems pretty rare to have a stat below 8,...
Easy to accomplish using one off the alternate, less random methods of chargen.
ZobMan said:
Am I missing something? It seems difficult to really boost stats using only the 'personal development' rolls and the odd implant.
You may be missing that the default chargen system is random and the NPCs in these adventures are not random.
ZobMan said:
Looking through the scenarios in S&P, and 'type-S', most NPC stats seem to be way better than the characters my group have generated.
In Signs and Portents 57, the Starchild Traveller scenario, the Zhule Sodality strike Squad has high stats/characteristics. Since this is an elite group of combatants, they should be exceptional individuals. From their skills, this elite group of soldiers wouldn't have a clue how to handle themselves in any almost any other situation. Adventurers tend to be a bit more rounded, even if it is just level 0 skills from homeworld and basic training (unskilled DM -3 verses level 0 DM of +0 = DM difference of 3!). this very narrow set of skills, and very low number of skills, continues in Signs and Portents 58, the Starchild Traveller conclusion. Lyliian does have high characteristics and 14 skills, but again, the skills are very narrow - mostly all combat.
I believe using the alternate chargen Point Allocation system you could have a group of similar characters. They may have trouble in a long campaign without a more rounded set of skills.
In Signs and Portents 59, Fair Game, Jenson and Seth, the captain and co-pilot, have high stats/characteristics and a decent set of skills but the rest of the crew have average stats. Anderson also has high characteristics and plenty of skills. Zolo has high characteristics and many combat skills.
I tend to agree that these are pretty powerful NPCs.
ZobMan said:
Or do you tend to let PCs roll a few sets of stats rather than making them play with a character averaging 7 per stat?
Personally, a character averaging 7 per stat should be very playable, depending on their skills.
1) I tend to let someone with well below a 7 average set of stats/characteristics reroll if they request it before the 5th stat is rolled. [For those of you who think that you should take whatever you roll and live with it, I used to do this, but when the stats are low the character usually committed suicide by going into a very dangerous profession and using iron man rules so that they would die and a new character could be generated. Allowing the reroll saves time during chargen.]
2) You could use the Select skills chargen option, or a modified version for just one table, so that players could select the characteristic that needs a little help from the Personal Development table.
My thoughts:
If it were not for the fact that low stats usually also means low skills [less likely to get advanced, roll successfully on events, and have multiple terms in a career without a mishap] I would say tough it out and just take whatever stats you get.
It can be just as fun role playing a characters deficiencies as their proficiencies. It may not be much fun if you know that you will be overwhelmingly successful in everything you try.
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More comments, perhaps slightly veering off topic:
I agree that adventurers are not average 9 to 5, run of the mill people. IMO, this should already be built into the chargen system and not need to be house ruled. This is a chargen system for adventurers. IMO, an adventurer should have at least one stat that has a +1 DM, which I think is very possible (where is that math whiz with the figures?). Someone with low stats/characteristics average can still be an adventurer if they have some skills and know their limits. Let the other characters and NPC hirelings fill the gaps.
Traveller is supposed to be fun. There is nothing wrong with adapting methods/house rules of enhancing enjoyment of the game. I believe the rules are good enough that those who want to 'play by the rules' can do so too.
There is nothing wrong with helping out the group by playing a character who will be wearing a red shirt.
