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Traveller RPG (Looking for Opinions)
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<blockquote data-quote="payn" data-source="post: 8067207" data-attributes="member: 90374"><p>Yeah you can really bork your stat rolls, but honestly having 1 strong physical stat (Str, Agi, End) and 1 strong mental attribute (Int, Edu, Soc) is enough to make a decent character in Traveller. Paying very close attention to skill tables and skill choices when you get to make them is important. Every career has chances to improve ability attributes!</p><p></p><p>I do have a house rule for chargen that I give my players two mulligans for the entirety of generation. They can use it on attribute rolls, qualification rolls, benefit rolls, etc.</p><p></p><p>The party I have right now for my Pirates of Drinax campaign looks like this;</p><p>Merchant Marine with skills in piloting and trading.</p><p>Ex-Navy comms officer with strong skills in sensors and leadership tactics</p><p>Ex-Marine grunt with skills in heavy weapons and leadership tactics</p><p>An Aslan doctor with strong skills in xenobiology</p><p>An of course, a nearly useless debutante that has loads of credits and connections everywhere. </p><p></p><p>A pretty diverse team that can solve just about any problem one way or another. I certainly enjoy the players knack for avoiding combat when possible. Seems they are always looking for clever solutions. A very refreshing break from traditional kill everything and ask questions later gaming.</p></blockquote><p></p>
[QUOTE="payn, post: 8067207, member: 90374"] Yeah you can really bork your stat rolls, but honestly having 1 strong physical stat (Str, Agi, End) and 1 strong mental attribute (Int, Edu, Soc) is enough to make a decent character in Traveller. Paying very close attention to skill tables and skill choices when you get to make them is important. Every career has chances to improve ability attributes! I do have a house rule for chargen that I give my players two mulligans for the entirety of generation. They can use it on attribute rolls, qualification rolls, benefit rolls, etc. The party I have right now for my Pirates of Drinax campaign looks like this; Merchant Marine with skills in piloting and trading. Ex-Navy comms officer with strong skills in sensors and leadership tactics Ex-Marine grunt with skills in heavy weapons and leadership tactics An Aslan doctor with strong skills in xenobiology An of course, a nearly useless debutante that has loads of credits and connections everywhere. A pretty diverse team that can solve just about any problem one way or another. I certainly enjoy the players knack for avoiding combat when possible. Seems they are always looking for clever solutions. A very refreshing break from traditional kill everything and ask questions later gaming. [/QUOTE]
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