I thought about a party pool version, but rejected it because non-game RW interpersonal issues could influence or BE influenced by the distribution. Especially true if there’s an imbalance between the players’ experiences & expectations within the hobby.
I’m not familiar with the 2D20 Lifepath system, but the name suggests it’s a spiritual successor to the way Traveller’s career paths influenced character design.
Only on the loosest comparisons. I've seen the term used in one RPG System's texts, and that is Interlock (Cyberpunk 2013, CP2020, CPv3, CP Red, Mekton II, Mekton Zeta)
System | Classic Traveller | Mongoose Traveller | Traveller MT/TNE/T4 | Interlock | 2d20 |
Attributes | Rolled | Rolled or Picked | rolled | Rolled | built by path |
Skills | Random from career | (random or picked) from career | (random or picked) from career | Points pool | built by path |
Lifepath model | Randomized career with terms | Randomized career with terms | Randomized with terms | Random facts | deterministic multiple choice points |
Background skills | ability to use firearmes | zero-levels from homeworld | Zero-levels from background | none - buy with pool | choice within step of lifepath |
In 2d20 STA:
There are 6 attributes (each starts at 7) and 6 skills, for which PCs start at 1 in all.
- Pick species: increases Attributes, gives a Trait and a Talent
- Pick environment: gives some Attribute increases and Discipline increases, and a Value.
- Pick Upbringing and whether or not you embraced it. Gives Att, Discipline, a skill Focus and another Talent
- Pick Academy/education choice. Atts, Disciplines, 3 Foci, 1 Talent, and Value
- pick "Career" - as in, how long: Young, Experienced, or Veteran. Gives a Value and if not young or veteran, a specific bonus Talent
- Pick or roll Event 1. Gives Att, Disciplines, Focus, Value, Talent, and/or Trait, but not all of them.
- Pick or roll Event 2. Same possibilities as event 1
- Finishing touches: a final Virtue
- Rebalance: Atts cap at 12 for best and 11 for other; skills at 5 for best and 4 for other. Points in excess transfer to other atts/skills.
It benefits greatly from a worksheet with slots for all the bits.
Every one of the 8 main choice points has an option to roll for it.
So, the 8 base choices, the Environment, Academy, and Events all have some options with choice of attribute raised and choice of skill raised. Every focus is a choice unless your Academy choice was Operations Technician, which requires a specific focus.
Every Value is an open ended choice. There is guidance.
Talent receipts other than for Career are choice from an (ever increasing by the splat) list of talents
Traits from events are open ended. There is guidance on the few that do.
All commissioned officers between Ensign and Captain start play with 56 points of attributes, 16 points of skills, 4 Values, 4 Talents, 6 foci, 1 to 3 traits.
Therefore, even at minimum there are several dozen choices to make.
But then, there's also creation in play... which does away with the lifepath. You get two arrays, one for attributes and one for skills. You assign all attributes from [10, 10, 9, 9, 8, 7]. You then pick species and apply the trait and att mods. You then pick your two best: Either a [5, 3] or a [4, 4], your department must be the highest Discipline score. Pick a value. During play, you get [3, 2, 2, 1] for the other disciplines, 4 talents, 6 foci, and 3 values. When you need one, you specify it, possibly even just before rolling using it.
There are some deviations for certain types of PCs; EG: academy cadets don't get all the events; underclassmen (C/3c, C/4c) don't get any, while upperclassmen (C/1c and C/2c) get 1 event. They automatically count as young.
In Classic Traveller:
- Pick species, and in some cases, caste or gender.
- Roll Atts
- Attempt to enter career;
- if failed, drafted into a career
- Roll for survival
- if failed, go back to 1
- optional: short term and exit, continue at 4.2
- gain 1 skill receipt
- if term 1, gain 1 more skill receipt
- if term 1, gain service skill
- If not commissioned/positioned
- if term 1 and you were drafted, go to 7.
- Roll for commission/position
- on fail, go to 7.
- on success
- rank goes to 1
- gain rank 1 skill if any
- gain 1 skill receipt
- if rank ≥ 1 & rank < 6, roll for promotion
- on fail, go to 7
- on success
- increase rank
- gain 1 skill receipt
- gain any rank skills for current rank, if any
- Roll skill receipts
- Pick table from career's list
- roll 1d on chosen table, take that element
- if element is a non-cascade skill you don't have, gain it at level 1
- if element is a non-cascade skill you have, increase it one level
- if element is a cascade skill, pick which subskill to either gain at 1 or increase by 1
- certain cascades contain cascades: Vehicle being the main one.
- if element is an attribute, increase it one level
- if term is 4th or later for Humans/Vargr, or the equivalent point for others,
- Roll aging saves from correct aging table
- if save failed, reduce that attribute by the listed amount
- either way, continue to next attribute until all listed saves attempted
- if not a short term & out, decide on whether or not you want to continue career
- If desiring to continue, roll for rëenlistment.
- On fail, go to 10
- on success, go to 4
- if desiring to exit, roll for reenlistment;
- Roll 12: forced to reenlist, go to 4
- other roll: exit career
- Figure musting out benefits: 1 per term, plus 1 for rank 1 or 2, 2 for rank 3 or 4, and 3 for rank 5 or 6.
- If you have remaining rolls:
- pick table: Cash or Benefits
- roll on table, get that item
- Note that some are attribute increases. Excess past species max are lost
- Second receipt of weapon skill can be taken in the previous weapon taken
- return to 10.1
- FInishing Touches:
- Name
- Rank title (lookup)
- Noble title (lookup)
Note actual choice points in CT, Rules as written:
- Species (if Referee allows)
- Career entry attempt
- Whether or not to attempt commission
- whether or not a commissioned character rolls for promotion
- which skill table
- which subskill of a cascade (Cascades: Gun Combat, Blade Combat, Vehicle, Aircraft, Watercraft, Ground Vehicle)
- whether or not to continue
- which benefits table.
That's impressive looking - but there is no mechanical advantage to skipping commission nor promotion rolls. There are 4 tables per career.
MegaTraveller adds another roll: Special Duty; it gives an extra skill receipt. It also has MANY more cascades; it actually results in about 3× to 5× the number of choices in character gen over CT
TTNE has the same rolls as MT, except for skill receipt resolution, which is pick from list unless first term.
T4 is as MT, but 6 skill tables per career, and skill receipts may be rolled or picked.
MGT combines reenlistment and promotion into one roll, and Special Duty has a special events table. It also has a different aging model. It also has an option for point build attributes and point build skills.