My thougths on character generation

Old timer

Banded Mongoose
Overall i like the character generation system, but below are some of my thoughts on it. I have, so far, created 3 characters who have all turned out different and interesting, but i felt a bit hinder by the roll in order for characteristics.

First i do not like roll in order. I would suggest changing that to roll and assign. I appear to one of the few who found the flow chart easy enough to follow, though a few parts are unclear and I am not convinced by the colour scheme (seemed nicer in black and white in the printer friendly version). It is also unclear to me that in your first term, you get the basic training but do you also get one roll on the skill tables before doing the survival roll (I think that is the intent but I am not sure).
Clarification is needed on a few things like the commission roll (I assume it is SOC 8+) but most of these have already been mentioned by other posters so I wont repeat them all here :). The life event table is good for flavour but as already suggested by some, it might be nice to create rival or enemies and allies there via the relationship result.
Skill levels and training-I think the limit of INT+EDU x3 is fine, none of the characters i have created have come near that limit yet, and no character started with a skill at level 4. The training system is a nice addition but as i have said elsewhere on this forum, the training time seems too short and might work better if the time was expressed in months not weeks.
Benefits-though straight forward there are some bugs. It is unclear whether the armour benefit is meant to be 10,000 then 200,000, which seems an awful large leap, or 10,000 then 20,000 or 100,000 then 200,000. It is also unclear whether that is just for a piece of armour or whether you could use that sum to buy options for you armour up to the tech level limit. Also in general prices are easier to read when large numbers are broken up by commas (IE 10,000 instead of 10000).
Weapon/gun benefit also have a problem as well, as the sum allowed means that a character with melee skills or gun combat slug has plenty of options for a starting weapons (most on that table) but some one with gun combat energy would be restricted to just stunners as laser pistol starts at 2000 credits. The scientific benefit needs to be explained better as well, as lot of gear could be categorized as scientific (IE sensors, computers, tool kits).


Noel
 
+1 on the do not like the roll in order bit. Much prefer to roll and then assign numbers as I see fit. Much more likely to scrap a character with the first method and accept a character with the second (I may not like some rolls but at least I had some flexibility in assigning them)
 
Well, I roll and assign the results to the stats I want which is just the way I like to do it. But I also have my own way of assigning the stats to the characteristics. I will put the lowest roll in SOC, the highest in INT and the second highest in EDU. The rest can fight it out.

Mostly that comes from personal experience. I will usually go for 5 or even 6 terms if at all possible (in the year 5700 or there about I have arbitrarily decided that the average human life span is around 250 years so having a career of 5 or 6 terms is fine.) as I would really rather deal with an "older" character than a young and dumb one. I'm no longer into characters who just want to fight as I have been there and done that. I've got 30 years in the military so far and if there is one thing I know, the older guys are far more likely to win. They may not be as strong or as fast as the kids anymore but they have a heck of a lot more experience and will fight as dirty as required to win. So if my characters are not the greatest at fighting it is okay by me as I now much prefer to be creative and build stuff. Build a successful merchant empire, spy agency, Ship yard,, etc...

I have also found that I enjoy creating the ships, planets, sub-sectors and sectors. But that is a result of the fact that I am the only person I know of, where I live, that role plays or even knows what role playing even is. Unfortunately I'm also the only one I know (friends that is) who loves science fiction!

So I roll the dice and assign the way I want and if they decide to include it in the book as an alternate method, fine, if not, any new player would probably just create characters the way is now currently written.
 
As I said in another thread, I don't think it really matters what the book says about how to roll characteristics, since just about everyone has their own houserule variation of this one. Go back to LBB1, it says the same thing as now.
 
I think it does, because though all us old timers might well house rule any game we get our hands on (though i like to play RAW for while before making any house rules), what mongoose want are new players to Traveller and i feel that roll in order is a very old and outdated way to generate characteristics and not new player friendly (what my rolls means i cant qualify to join the army but i can be a colonist, that is not want i want to play) If the answers is just house rule if you don't like it, why bother having formalised rules for character generation.
 
Old timer said:
I think it does, because though all us old timers might well house rule any game we get our hands on (though i like to play RAW for while before making any house rules), what mongoose want are new players to Traveller and i feel that roll in order is a very old and outdated way to generate characteristics and not new player friendly (what my rolls means i cant qualify to join the army but i can be a colonist, that is not want i want to play) If the answers is just house rule if you don't like it, why bother having formalised rules for character generation.
Some old timers like to role-play with the characters they end up with. And use no house rules.
 
I don't think anyone's arguing to remove 2D6 in order completely, just for it not to be the default option and/or other options to be included in the MRB rather than behind the paywall of another supplement or rely on an experienced GM hand waving a modern character generation system into place. Personally I'd stick 2D6 in order in the companion as the, "classic," option. It's just going to put potential new players off the game as it is and we all want new blood for our Travller games, right?
 
Old timer said:
I think it does, because though all us old timers might well house rule any game we get our hands on (though i like to play RAW for while before making any house rules), what mongoose want are new players to Traveller and i feel that roll in order is a very old and outdated way to generate characteristics and not new player friendly (what my rolls means i cant qualify to join the army but i can be a colonist, that is not want i want to play) If the answers is just house rule if you don't like it, why bother having formalised rules for character generation.

+1.

I've just said the same - but ramblier - elsewhere this morning.
 
This seems to be a sticking point, so it really shouldn't take much to have a few lines about alternatives. I'm still in favor for 2d6 in order as the default in the CRB though.
 
Major Tom said:
I don't think anyone's arguing to remove 2D6 in order completely, just for it not to be the default option and/or other options to be included in the MRB rather than behind the paywall of another supplement or rely on an experienced GM hand waving a modern character generation system into place. Personally I'd stick 2D6 in order in the companion as the, "classic," option. It's just going to put potential new players off the game as it is and we all want new blood for our Travller games, right?
Players get swag before their first game session?
 
Personally I don't think the attributes thing is worth talking about. It doesn't matter if the book says in order or player's choice, half the people are going to misread that section and do the opposite.
 
ShawnDriscoll said:
Players get swag before their first game session?

Not everyone who buys this edition will be an experienced Traveller GM (or at least I, and I suspect Mongoose, hope that they will not be). As such you are looking at a significant portion of those new GMs getting to the character generation section and thinking, "shit, there is no way my players will wear this. What a waste of money." These people are not going to buy a companion book just to get a set-up their players will accept (they probably won't even realise the companion has such), they'll just pick up Firefly, one of the Star Wars Games, Thousand Suns or suchlike and run that instead. That's not good for the long term health of Traveller.
 
So I have been following this thread and I keep thinking, what it the problem with a single paragraph offering a couple alternatives? Will that really break the game?

Just offer the core roll 2d in order, then offer the roll 2d six times and put them where you want, and one more. Maybe the fixed spread or the roll 2d 7 times or what ever. this just feels like it is becoming a point that just does not seem that important. Having a few other options just makes sense in light of the attempt to be more accessible and "modern".

I am sure us old times will do what we want no matter what and the new folks will have options. :mrgreen:
 
Just out of curiosity, this is what MGT1 says:

To determine your character’s characteristics, roll 2d6 six times and
allocate them to the six basic characteristics in any order.

MGT Core Rulebook, page 6.
 
Rikki Tikki Traveller said:
Just out of curiosity, this is what MGT1 says:

To determine your character’s characteristics, roll 2d6 six times and
allocate them to the six basic characteristics in any order.

MGT Core Rulebook, page 6.
Yes, but for some reason the new book has it back to the CT style of roll and enter. Not assignment.

Quote:
"To determine your Traveller’s characteristics, roll 2D one
after another, and assign the scores in order to the six
characteristics, starting with Strength. Record them on
your character sheet."

I just don't see why it would be an issue to include both styles along with say one more option in the core rule book. How large a paragraph do we need to do so?
 
Yes, I mentioned just this in another thread. It's a paragraph or two at most, a column inch in the book.

Actually it could just be a couple sentences:

"... assign the scores in order, starting with Strength. Optionally, one may assign the six scores in any order so as to increase one's chances of success in a given career. Other options, such as point-buy, alternate dice rolling techniques and options based on Characteristic DMs will be described in the forthcoming Traveller Companion."
 
NOLATrav said:
Yes, I mentioned just this in another thread. It's a paragraph or two at most, a column inch in the book.

Actually it could just be a couple sentences:

"... assign the scores in order, starting with Strength. Optionally, one may assign the six scores in any order so as to increase one's chances of success in a given career. Other options, such as point-buy, alternate dice rolling techniques and options based on Characteristic DMs will be described in the forthcoming Traveller Companion."
Oh I like that, well done. Sweet and simple. :D
 
Going to be keeping the 'roll in order' system, but I'll explain why...

1. There are going to be alternatives (including point-build) in the Companion.

2. It is very Traveller - you play the cards you are dealt.

3. Any experienced gamer is going to alter it to their tastes anyway.
 
msprange said:
2. It is very Traveller - you play the cards you are dealt.
Well if you really are going for this, how about when a survival roll is failed one of the mishaps is death and starting a new character.
 
CosmicGamer said:
msprange said:
2. It is very Traveller - you play the cards you are dealt.
Well if you really are going for this, how about when a survival roll is failed one of the mishaps is death and starting a new character.

You pretty much have that via the injury and aging tables.
 
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