Within some vague future, I intend to start a campaign, and am thinking over how to adapt character generation. The thing being that rolling the characteristics completely at random seems too harsh to me (and a little too old school). And taking away too much randomness would take away the fun I feel (I do want to keep character generation as a mini game in itself). I am tempted to introduce many special rules, but am afraid I would make it too complex. I want players to have the ultimate control over their characters, but still keep that mini-game atmosphere.
So what do you use as a house rule for character generation? What is your opinion and if possible your experience with this issue?
My present idea of a solution is based on two steps:
* The players roll each of the 6 characteristics, individually (no choosing what characteristic gets which dice roll, at least not yet), then an extra 2 reserve characteristics. If the sum of the modifiers from the 6 characteristics is negative the player can reroll. Then each player can move around up to 4 characteristics, including the reserve ones (so either swap around 4 characteristics; or trade 2 characteristics with the 2 reserve ones, etc). [I am afraid if I just let them assign rolls to characteristics freely they will not be pushed into any original character choices which make Traveller characters fun, such as Marines with low Dexterity or Strength, etc]
* During the careers (no use of "Iron man rules"), when a D6 roll is made to get a skill, the player can decide before the roll that one specific result will be replaced with another one. This basically means to exclude one of the 6 skills/modifiers and double the chances of another (not applicable for Jack of all Trades). [appart from very slightly reducing randomness one can garantee not to get those silly Vacc-Suit 5 characters]
Any comments on these possible solutions would be welcome.
So what do you use as a house rule for character generation? What is your opinion and if possible your experience with this issue?
My present idea of a solution is based on two steps:
* The players roll each of the 6 characteristics, individually (no choosing what characteristic gets which dice roll, at least not yet), then an extra 2 reserve characteristics. If the sum of the modifiers from the 6 characteristics is negative the player can reroll. Then each player can move around up to 4 characteristics, including the reserve ones (so either swap around 4 characteristics; or trade 2 characteristics with the 2 reserve ones, etc). [I am afraid if I just let them assign rolls to characteristics freely they will not be pushed into any original character choices which make Traveller characters fun, such as Marines with low Dexterity or Strength, etc]
* During the careers (no use of "Iron man rules"), when a D6 roll is made to get a skill, the player can decide before the roll that one specific result will be replaced with another one. This basically means to exclude one of the 6 skills/modifiers and double the chances of another (not applicable for Jack of all Trades). [appart from very slightly reducing randomness one can garantee not to get those silly Vacc-Suit 5 characters]
Any comments on these possible solutions would be welcome.