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Traveller RPG (Looking for Opinions)
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<blockquote data-quote="pemerton" data-source="post: 8070212" data-attributes="member: 42582"><p>I much prefer the original framework to the 8+ approach. When you look at Admin or Streetwise, for instance, the original framework makes 1 rank very significant, which works with the character gen's system's tendency to give low skill numbers. And the vacc suit system has the first check, at +4 per rank, to avoid trouble then the second check to get out of trouble if it happens, which uses a different bonus structure that makes having one rank of skill super-important and then is +2 for each additional rank.</p><p></p><p>My solution to page flippage has been to write up my own version of all the sub-systems, bringing together all the bits and pieces from skill descriptions, equipment descriptions, etc (eg some of the vacc suit rules are found in Book 2 in the discussion of decompression and escape). I've also included other bits-and-pieces from some of the modules I've got, from Andy Slack's early White Dwarf articles, etc.</p><p></p><p>I also wrote up my own career tables so as to bring some of the later skills into the original professions, but without using the MegaTraveller tables (which I don't like - too ad hoc and too many skills) or the extended generation system (too tedious). I did adapt one idea from MegaTraveller, though, which is having a Special Duty line on my tables which allows for a bit more skill gain.</p><p></p><p>I have the gauss rifle on my weapon charts but it hasn't turned up yet. We do have a PC with battle dress and an integrated plasma gun, but he doesn't have Battle Dress skill and so has to make a roll to avoid injury when he uses it. So he's only used it once so far!</p><p></p><p>That hasn't been an issue in our game so far. The expedition to the Annic Nova probably saw more rounds discharged (against aliens) than the rest of the campaign put together.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8070212, member: 42582"] I much prefer the original framework to the 8+ approach. When you look at Admin or Streetwise, for instance, the original framework makes 1 rank very significant, which works with the character gen's system's tendency to give low skill numbers. And the vacc suit system has the first check, at +4 per rank, to avoid trouble then the second check to get out of trouble if it happens, which uses a different bonus structure that makes having one rank of skill super-important and then is +2 for each additional rank. My solution to page flippage has been to write up my own version of all the sub-systems, bringing together all the bits and pieces from skill descriptions, equipment descriptions, etc (eg some of the vacc suit rules are found in Book 2 in the discussion of decompression and escape). I've also included other bits-and-pieces from some of the modules I've got, from Andy Slack's early White Dwarf articles, etc. I also wrote up my own career tables so as to bring some of the later skills into the original professions, but without using the MegaTraveller tables (which I don't like - too ad hoc and too many skills) or the extended generation system (too tedious). I did adapt one idea from MegaTraveller, though, which is having a Special Duty line on my tables which allows for a bit more skill gain. I have the gauss rifle on my weapon charts but it hasn't turned up yet. We do have a PC with battle dress and an integrated plasma gun, but he doesn't have Battle Dress skill and so has to make a roll to avoid injury when he uses it. So he's only used it once so far! That hasn't been an issue in our game so far. The expedition to the Annic Nova probably saw more rounds discharged (against aliens) than the rest of the campaign put together. [/QUOTE]
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