ShawnDriscoll
Cosmic Mongoose
Yes, there are some. There are more metagamers though by far.-Daniel- said:So no matter how you want it worded, there are people out there who do role play.
Yes, there are some. There are more metagamers though by far.-Daniel- said:So no matter how you want it worded, there are people out there who do role play.
It's weird how the mass majority, who don't role-play and say they are happy playing that way, don't like that there are but a few people, in comparison, who actually do role-play.ScottyG said:One of the saddest things about the player culture around traveller is the 'comic book guy' attitude of some forum posters.
We are all gamers, and Traveller is an awesome game and hobby, and like most hobbies egos really don't belong.
No corner I know of. I think the answer ended up being that you select the system that best fits the feel of the table/game you are running. At least that is what I got from all of the various answers I read. :mrgreen:ShawnDriscoll said:Just re-visiting to see what corner I painted myself into if any before doing a video on post-dieroll characterizing.
-Daniel- said:I was asked by my players about using a "3d6 drop the lowest" process rather than the standard 2d6. If we do, I realize it will skew the average higher. Before I allow it, I was looking for input from anyone who has already done so.
Did it have a major or minor impact on the game? Did it even matter in the end? Is this more a "feel good" move?
I suspect the real impact is more one of perception rather than real impact, but I would like to hear from others.
It's only the difference between being an average 7 character and an average 9 character at 18 years of age.vladthemad said:Remember, for every positive DM they gain from a high stat, it affects ALL skills when combined with that stat. At first glance it doesn't seem like it would affect much, in actual play they will be succeeding a lot more than typical. It's your campaign obviously, just be aware that 3d6 and drop the lowest is actually a pretty significant boost.
Interesting, how you call those problems.vladthemad said:That said, I did see that my players were making characters that for one reason or another were turning out below average. Let's just say that the RNG gods don't favor them. On top of that, they had an issue with survival and qualification rolls which resulted in too many preplay problems.
A much more simpler house rule would be to just let players auto qualify for the career they want.vladthemad said:As a house rule, I allowed seven 2d6 rolls. Six of those were used for attributes, and the seventh was used as a roving DM pool to be used during the career path. It was up to the player which one to use for this, but obviously the lowest one was always used. The rule as stated was "These points can be used on a one for one basis to create dice modifiers to rolls for qualification and survival rolls, as well as any roll that is required due to the result of mishaps or events." They were allowed to use them retroactively after the roll. It seemed to prevent a lot of problems when something was missed by one point and resulted in catastrophe during character creation. It took some of the risk out of it, but not too much.![]()
Point-bought characters solves most problems.vladthemad said:Originally we had a character that only knew how to drive vehicles and handle animals thanks to the RNG gods. Granted, he was great at both, but not a lot of use on a spaceship. So I also allow them to pick any *skill* on the career skill charts they don't already have at 1 instead of randomly rolling if they wish. This seemed to help a bit too, as the randomness again didn't seem to favor them very much. It didn't break the feel of character creation though, as things were still pretty random...it just allows them to get a minimum of 1 skill point in skills they will need.
vladthemad said:So I also allow them to pick any *skill* on the career skill charts they don't already have at 1 instead of randomly rolling if they wish. This seemed to help a bit too, as the randomness again didn't seem to favor them very much. It didn't break the feel of character creation though, as things were still pretty random...it just allows them to get a minimum of 1 skill point in skills they will need.
ShawnDriscoll said:It's only the difference between being an average 7 character and an average 9 character at 18 years of age.
Let's just say in our first run they were...unlucky...during character creation. I was trying to come up with some house rules that didn't overpower the system. As noted, we had a character that could only drive and handle animals. I swear, he had a drive skill of five. Every time he rolled, he gained more drive skill. There were three other skills on that table he wanted, that's why he kept rolling on it. We also had a character that just could NOT qualify to save his life. Was a drifter for four terms before giving up. We also had a medic would took three or four terms to pass through the higher education system available in High Guard and Mercenary. I think he had a medical skill of 2 or 3, and not much else. He did muster out with two combat implant rolls though, so I talked him into getting the next higher level of wafer jack so he could buy software skills.ShawnDriscoll said:Interesting, how you call those problems.
ShawnDriscoll said:A much more simpler house rule would be to just let players auto qualify for the career they want.
ShawnDriscoll said:Point-bought characters solves most problems.
ShawnDriscoll said:ADDED:
I guess your main point is that you're against INCing characteristic values. But you're for INCing skill levels.
dragoner said:vladthemad said:So I also allow them to pick any *skill* on the career skill charts they don't already have at 1 instead of randomly rolling if they wish. This seemed to help a bit too, as the randomness again didn't seem to favor them very much. It didn't break the feel of character creation though, as things were still pretty random...it just allows them to get a minimum of 1 skill point in skills they will need.
There are also connections and the skill package that can add up to 3 skills/levels, plus connections are good for forming bonds with the other characters and creating backstory.
Not to worry, I went with the guys rolling 2d6 6 times and allowing them to order them as they wished. That way the average and randomness stayed while they did have some impact on their characters as well.vladthemad said:That would make them pretty powerful, I'd suggest against it.
vladthemad said:The reason I allow my players to pick a skill from the service skills/advanced education/specialist tables is it helps them spread their skills a bit across their career set, helps them make a character in the direction the envision him, but it doesn't give them the ability to automatically focus their character so he gets skills like Pilot 4, or Gun Combat 5. It also creates more choices. Do I take Recon at 1, or chance a roll this term to bring some of the skills I already have at 1 higher?
As per the rules, I've always used events - life or any other events - and required a story for the connection. Usually the players quite enjoy creating these back stories. They also can be quite creative in describing how a seemingly unlikely skill was obtained from the event.dragoner said:Backstories and connections can be rough, getting people to get creative, I try to get them to work them into the life events.
Got in a bar brawl with the wrong person and had to leave town quick on a merchant ship which had to make some hasty repairs to the drives and shoot it's way past the offended locals ship trying to prevent your departure.vladthemad said:Things like "We met in a bar and I learned how to shoot turrets and he learned how to run the drives" have been put forward.
Characters won't have all skills though. And the skills they do have won't apply in every situation. Your players are ok with making skill checks for skills they don't have, right?vladthemad said:ShawnDriscoll said:It's only the difference between being an average 7 character and an average 9 character at 18 years of age.
Yep, and that's a pretty significant increase. That difference equates to a +1 DM to all skills rolled across the board, which is pretty significant.
Don't they watch sci-fi movies?vladthemad said:Granted, sadly my players aren't the best at coming up with a realistic connection. Things like "We met in a bar and I learned how to shoot turrets and he learned how to run the drives" have been put forward. *Sigh* Coming from fantasy-centric role playing, it's taking some adjusting for them.
In the official rules, I don't think Gun Combat 5 is possible. It's been awhile since I used that skill though in games.vladthemad said:The reason I allow my players to pick a skill from the service skills/advanced education/specialist tables is it helps them spread their skills a bit across their career set, helps them make a character in the direction the envision him, but it doesn't give them the ability to automatically focus their character so he gets skills like Pilot 4, or Gun Combat 5. It also creates more choices. Do I take Recon at 1, or chance a roll this term to bring some of the skills I already have at 1 higher?
CosmicGamer said:As per the rules, I've always used events - life or any other events - and required a story for the connection. Usually the players quite enjoy creating these back stories. They also can be quite creative in describing how a seemingly unlikely skill was obtained from the event.dragoner said:Backstories and connections can be rough, getting people to get creative, I try to get them to work them into the life events.
EVENT: You gain experience in a technical field as a computer operator or surveyor. Increase Comms, Computers, Engineer(any) or Sensors by one level.
The Merchant character might say they gain pilot skill flying the science geeks around. Another player chimes in and says they manned the turret and got gunner skill. The egghead says they learn basic combat skill so as to be able to defend themselves from dangerous wildlife while out surveying.
Are you sure? I mean, not that I want my players to have any skills at 5 per say, but if they rolled and received "Gun Combat" and selected the same weapon type then why couldn't they get to 5?ShawnDriscoll said:In the official rules, I don't think Gun Combat 5 is possible. It's been awhile since I used that skill though in games.
I'll assume that level 5 skills are common. So... what would that mean here? I don't use the cascade rules at all. But if I did... There'd be some level 0 gun skills, I'm guessing (been awhile since I've done it that way). And if a player chose not to specialize (the referee insisted on using only the generic skills from the list), Gun Combat 5 would definitely be a thing.-Daniel- said:Are you sure? I mean, not that I want my players to have any skills at 5 per say, but if they rolled and received "Gun Combat" and selected the same weapon type then why couldn't they get to 5?ShawnDriscoll said:In the official rules, I don't think Gun Combat 5 is possible. It's been awhile since I used that skill though in games.
I admit I am curious if I missed a rule about max skill levels or something. 8)