Quick Overview:
This house rule is about slight changes to the Traveller Creation rules, to allow building your character the way you envisioned it, instead of being a slave to RNG'esus (Random Number Generator, 2D6 in Travellers case)
Rule Changes to Traveller Creation:
1. Obtaining a level 0 skill twice, will give you skill 1 in that skill
Note: Prevents overlapping of background skills with basic training skills.
2. Roll and then choose a skill table
This rule does not apply to prison career, where you are limited to make your own choices in life.
Note: This rule makes it easier to realize the character concept you envisioned. You want this skill 4 pilot, scientist, or former combat specialist. This rule will not guarantee that, but it makes it a lot easier.
3. Roll for benefit and then apply modifiers or not
Note: If you reach rank 5 in a career you get a +1 bonus to all your benefit rolls. You may apply this bonus after you rolled on the selected Mustering Out Benefits table. Mustering out bonuses gained from events also fall under this rule.
4. Reroll pool
You start your first term with one reroll. You can use this on any roll during Traveller Creation (Event, skill table, survival, advancement, benefit etc). For every reroll after the first you will loose one benefit role. If you don't have any benefit rolls to spend, reroll is not possible.
5. Alternative 12 or 66 result on the event table
Replace the default from the career for the 12 or 66 result, with:
Choose on option:
a) Roll twice on the event table (can only selected once per term)
b) Choose an event (can only selected once per term)
c) Increase your rank by 1. You may still roll for advancement. (can only selected once per term)
Note: for the Truther and Believer career from the Traveller Companion replace the "Increase your rank by 1" from option c) with the event result 12 from those careers.
Final thoughts
The rules above are the result of over a dozen detailed character generations. I'm quite happy with the result. No more checking which background skills not to select because I already get them in the first term of the career. Easier to specialize in specific skills. And having a reroll (for a price) when RNG hits you hard and would have ended the whole character concept. Even with these rules don't take the skill 4 specialist for granted. Yeah you will reach in 75-80 percent of the cases skill 4, but don't count on it. As a GM be aware that Rule 1 can be misused for gaming the system (select only background skills that are part of the first term basic training package). Additionally make sure that the players don't specialize to much. Scientist's with 3 level 4 skills are great as Professor's at a University, not so much on a planet where you are the snack for the local wild life.
This house rule is about slight changes to the Traveller Creation rules, to allow building your character the way you envisioned it, instead of being a slave to RNG'esus (Random Number Generator, 2D6 in Travellers case)
Rule Changes to Traveller Creation:
1. Obtaining a level 0 skill twice, will give you skill 1 in that skill
Note: Prevents overlapping of background skills with basic training skills.
2. Roll and then choose a skill table
This rule does not apply to prison career, where you are limited to make your own choices in life.
Note: This rule makes it easier to realize the character concept you envisioned. You want this skill 4 pilot, scientist, or former combat specialist. This rule will not guarantee that, but it makes it a lot easier.
3. Roll for benefit and then apply modifiers or not
Note: If you reach rank 5 in a career you get a +1 bonus to all your benefit rolls. You may apply this bonus after you rolled on the selected Mustering Out Benefits table. Mustering out bonuses gained from events also fall under this rule.
4. Reroll pool
You start your first term with one reroll. You can use this on any roll during Traveller Creation (Event, skill table, survival, advancement, benefit etc). For every reroll after the first you will loose one benefit role. If you don't have any benefit rolls to spend, reroll is not possible.
5. Alternative 12 or 66 result on the event table
Replace the default from the career for the 12 or 66 result, with:
Choose on option:
a) Roll twice on the event table (can only selected once per term)
b) Choose an event (can only selected once per term)
c) Increase your rank by 1. You may still roll for advancement. (can only selected once per term)
Note: for the Truther and Believer career from the Traveller Companion replace the "Increase your rank by 1" from option c) with the event result 12 from those careers.
Final thoughts
The rules above are the result of over a dozen detailed character generations. I'm quite happy with the result. No more checking which background skills not to select because I already get them in the first term of the career. Easier to specialize in specific skills. And having a reroll (for a price) when RNG hits you hard and would have ended the whole character concept. Even with these rules don't take the skill 4 specialist for granted. Yeah you will reach in 75-80 percent of the cases skill 4, but don't count on it. As a GM be aware that Rule 1 can be misused for gaming the system (select only background skills that are part of the first term basic training package). Additionally make sure that the players don't specialize to much. Scientist's with 3 level 4 skills are great as Professor's at a University, not so much on a planet where you are the snack for the local wild life.