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<blockquote data-quote="kaleotter" data-source="post: 6283195" data-attributes="member: 6775597"><p>I loved the character creation! its simple enough to learn and doesn't have the problem of travellers arbitrary randomness. I don't know if we'll play the system until its a little more complete, but I'll be keeping a close eye on it.</p><p></p><p></p><p></p><p>Ah yes, but the minimum given age for Characters like Venetians is 30. At a minimum a character can be 13 years old. It might be better to either apply a modifier to career lengths for a longer lived races that would make the length of careers come more into line with the given age brackets, or to assume that the minimum age a character is before taking a career is the minimum the age listed for being an adolescent.</p><p></p><p></p><p></p><p>This seems fair. Maybe you should poll your play testers to see what kind of interest there would be in an expanded traits list. I for one would be behind the idea. Its only a very situational 1d bonus and it adds something to the character, and provides for character growth.</p><p></p><p></p><p></p><p></p><p>Okay, it seems here that the problem was a misunderstanding, one of my players suggested that the scanners were slightly cheaper than a 7 man tent, which to him made no sense. I went ahed and read the entry for the tent.The problem here is that the seven man tent is more of a survival shelter than an actual tent (presumably inflatable with a pressurised interior and an airlock entrance? (its not described in too much detail), which is an item that justifies the cost. It might be pertinent to rename this item "Survival Shelter - 7 man" or something similar to indicate that it is considerably advanced than what the average player will think of as a tent.</p><p></p><p>It might also be pertinent to include a general advancement level for each item, so DMs and players can get a good idea for what sort of technology should be available on very primitive or advanced worlds.</p><p></p><p></p><p></p><p>I was thinking about that. All projectile weapons should maybe have a clip size, and only accept bullets for that kind of weapon, but perhaps energy weapons should have a standardised battery (with its capacity based on its quality) and each shot from that weapon consumes a certain number of shots from the battery. You should also consider amending the Combined weapon, so that all energy weapons draw from a single universal battery, because that would make sense, rather than having batteries sticking out at odd angles from your giant multitool-gun thing.</p></blockquote><p></p>
[QUOTE="kaleotter, post: 6283195, member: 6775597"] I loved the character creation! its simple enough to learn and doesn't have the problem of travellers arbitrary randomness. I don't know if we'll play the system until its a little more complete, but I'll be keeping a close eye on it. Ah yes, but the minimum given age for Characters like Venetians is 30. At a minimum a character can be 13 years old. It might be better to either apply a modifier to career lengths for a longer lived races that would make the length of careers come more into line with the given age brackets, or to assume that the minimum age a character is before taking a career is the minimum the age listed for being an adolescent. This seems fair. Maybe you should poll your play testers to see what kind of interest there would be in an expanded traits list. I for one would be behind the idea. Its only a very situational 1d bonus and it adds something to the character, and provides for character growth. Okay, it seems here that the problem was a misunderstanding, one of my players suggested that the scanners were slightly cheaper than a 7 man tent, which to him made no sense. I went ahed and read the entry for the tent.The problem here is that the seven man tent is more of a survival shelter than an actual tent (presumably inflatable with a pressurised interior and an airlock entrance? (its not described in too much detail), which is an item that justifies the cost. It might be pertinent to rename this item "Survival Shelter - 7 man" or something similar to indicate that it is considerably advanced than what the average player will think of as a tent. It might also be pertinent to include a general advancement level for each item, so DMs and players can get a good idea for what sort of technology should be available on very primitive or advanced worlds. I was thinking about that. All projectile weapons should maybe have a clip size, and only accept bullets for that kind of weapon, but perhaps energy weapons should have a standardised battery (with its capacity based on its quality) and each shot from that weapon consumes a certain number of shots from the battery. You should also consider amending the Combined weapon, so that all energy weapons draw from a single universal battery, because that would make sense, rather than having batteries sticking out at odd angles from your giant multitool-gun thing. [/QUOTE]
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