Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aramis erak" data-source="post: 9042244" data-attributes="member: 6779310"><p>Here's the thing...</p><p>The CT CG process is low choice. And I can cite the process from memory from 40 years of at least occasional, and over 5 years of campaigns... </p><p>RAW:</p><ol> <li data-xf-list-type="ol">roll atts, in sequence. <u>Str</u>, <u>Dex</u>, <u>End</u>, <u>Int</u>, <u>Edu</u>, <u>Soc</u></li> <li data-xf-list-type="ol">pick <strong>service</strong> (career) to <em>attempt to enter</em>.</li> <li data-xf-list-type="ol"><u>roll </u>for entry.<ol> <li data-xf-list-type="ol">on scuccess, go to 5</li> <li data-xf-list-type="ol">on fail, go to 4</li> </ol></li> <li data-xf-list-type="ol"><u>roll</u> for service drafted into</li> <li data-xf-list-type="ol"><u>Roll </u>term's survival<ol> <li data-xf-list-type="ol">on success, gain 1 skill roll<ol> <li data-xf-list-type="ol">if term1, gain a second skill</li> <li data-xf-list-type="ol">if term 1, check for automatic service skills.</li> </ol></li> <li data-xf-list-type="ol">on fail, go to 1</li> </ol></li> <li data-xf-list-type="ol">if not a term 1 draftee nor already commissioned, nor in a rankless career, <u>roll</u>for commission<ol> <li data-xf-list-type="ol">on success, gain rank 1 (commission) and 1 skill roll<ol> <li data-xf-list-type="ol">check for automatic skills for rank 1 (which are additional to the roll)</li> </ol></li> </ol></li> <li data-xf-list-type="ol">if commissioned and not maximum rank and not in a rankless career, roll for promotion<ol> <li data-xf-list-type="ol">on success, gain +1 rank and 1 skill roll<ol> <li data-xf-list-type="ol">check for service automatic skills for current rank.</li> </ol></li> </ol></li> <li data-xf-list-type="ol">for each skill roll, <ol> <li data-xf-list-type="ol">choose one of the <strong>skill tables</strong><ol> <li data-xf-list-type="ol">If education 8+, all four are available</li> <li data-xf-list-type="ol">if Education 7-, only the first three are available</li> <li data-xf-list-type="ol">it is unclear to me whether prior rolls this term unlock table 4 for this term. I allow it. Some don't.</li> </ol></li> <li data-xf-list-type="ol"><u>roll </u>1d</li> <li data-xf-list-type="ol">take the indicated skill<ol> <li data-xf-list-type="ol"><strong>Cascades</strong> if that skill is <u>vehicle</u>, <u>gun combat</u>, or <u>blade combat</u>, (or, if using S4, the additional cascades) pick the skill from the appropriate list.</li> </ol></li> </ol></li> <li data-xf-list-type="ol"><u>Roll</u> Aging Saves if term 4+ </li> <li data-xf-list-type="ol"><u>Roll </u>for reenlistment<ol> <li data-xf-list-type="ol">if nat 12, go back to 5.0</li> <li data-xf-list-type="ol">if term < 7 and success but not nat 12, choose between <strong>Muster Out or stay in</strong><ol> <li data-xf-list-type="ol">go back to 5.0 </li> <li data-xf-list-type="ol">go on to 11</li> </ol></li> <li data-xf-list-type="ol">if term > 7, go on to 11.</li> <li data-xf-list-type="ol">if failed, go on to 11</li> </ol></li> <li data-xf-list-type="ol">figure total mustering out rolls<ol> <li data-xf-list-type="ol">1 per term</li> <li data-xf-list-type="ol">additional for rank<ol> <li data-xf-list-type="ol">R1 or R2, 1 roll</li> <li data-xf-list-type="ol">R3 or R4, 2 rolls</li> <li data-xf-list-type="ol">R5 or R6, 3 rolls</li> </ol></li> </ol></li> <li data-xf-list-type="ol">make the rolls<ol> <li data-xf-list-type="ol">for each roll, Choose <strong>Cash or Benefits</strong>.<ol> <li data-xf-list-type="ol">no more than 3 benefits rolls can only be applied to the cash table.</li> </ol></li> <li data-xf-list-type="ol"><u>roll</u>on that table<ol> <li data-xf-list-type="ol">characters with rank 5 or 6 choose whether or not to <strong>apply their +1</strong> <em>before rolling</em> on the material benefits table</li> <li data-xf-list-type="ol">characters with gambling skill or who have retired choose <em>before rolling</em> whether to <strong>apply a +1</strong> to the rolls on the cash table</li> </ol></li> <li data-xf-list-type="ol">resolve attribute gains</li> <li data-xf-list-type="ol">resolve weapon benefits<ol> <li data-xf-list-type="ol">if more than 1, choose whether the 2nd and later are <strong>additional weapons or skill in previously obtained weapons</strong></li> </ol></li> </ol></li> <li data-xf-list-type="ol">if 5+ terms completed, note retirement pay.</li> <li data-xf-list-type="ol"><strong>Name </strong>the character.</li> <li data-xf-list-type="ol">if need be, name the <strong>ship</strong>.</li> <li data-xf-list-type="ol"><strong>purchase additional starting gear</strong></li> </ol><p>I've bolded all the choice points, and underlined the actual points for dice rolls. More is defined by random than by rolling.</p><p>Now, compared to then-current (1977) D&D, that was a lot of choice. But, at the same point, one didn't pick one's skills, merely affected the odds of which they got by table choices. The choice is barely meaningful.</p><p>RAP, many allowed rolling the skill choice die then picking the table, making the choice very meaningful. </p><p></p><p>D&D OE character gen:</p><p>Roll 6 atts in sequence (which order was always a controversy in my circles due to the exemplar in Vol 1 p 10)</p><p style="margin-left: 20px">Sequence a: <u>STR</u> <u>INT</u> <u>WIS</u> <u>CON</u> <u>DEX</u> <u>CHA</u> (order in text)</p> <p style="margin-left: 20px">Sequence b: STR CON INT DEX WIS CHA (reading card in columns)</p> <p style="margin-left: 20px">Sequence c: STR DEX CON INT WIS CHA (essentially, Traveller order)</p><p>Roll for starting <u>cash</u></p><p>Choose <strong>race</strong></p><p>Choose <strong>class</strong> (unless demihuman - elves per unexpanded OE are always W/M duals, while halflings and dwarves are only fighting men)</p><p>Roll <strong>HP.</strong></p><p>choose <strong>Alignment</strong></p><p>choose <strong>Languages</strong></p><p>if need be, <strong>Starting Spells</strong>.</p><p>purchase <strong>starting gear</strong></p><p>One can kind of roleplay the choices in Traveller. The iteration is where the choices matter for an RP context, but for most, it's mechanistic during, and then post-generation, a narrative is devised. It's definitely a form of play of Traveller, but whether it's RP varies by individual. (Says the guy who random-rolled some NPCs wed night while running a CT/MT hybrid.)</p><p>The choices in D&D are far fewer, but only because of iteration. The RP can start in char gen... with class choice. (demi-humans don't get to make that choice until Sup 1 adds thieves. Note that class choice is often mechanistic (either due to attribute requirements or race choice); Languages and Alignment are also race constrained, starting spells are only for certain classes. The first that's really an RP choice is starting gear. Given the rules, the real munchkins spend 2 GP on starting weapons: dagger and spear ... "But wait, Daggers cost 3!" Sure... but... </p><ul> <li data-xf-list-type="ul">buy two spears...</li> <li data-xf-list-type="ul">use spear 1 to chop down spear 2 to a dagger.</li> </ul><p>As I said, I was talking munchkins. (and yes, I've done that as a player, and seen other players try that. </p><p>Once players used the alternate damage by weapon type, equipment went from the RP sphere to mixed RP and Mechanistic.</p><p>[HR][/HR]</p><p><strong><span style="color: rgb(147, 101, 184)">TLDR: </span></strong></p><p><strong>Classic Traveller has less meaningful choice than it seems. </strong></p><p><strong>D&D can support very limited RP in char gen, </strong>but it's strongest before the change to damage by weapon type.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9042244, member: 6779310"] Here's the thing... The CT CG process is low choice. And I can cite the process from memory from 40 years of at least occasional, and over 5 years of campaigns... RAW: [LIST=1] [*]roll atts, in sequence. [U]Str[/U], [U]Dex[/U], [U]End[/U], [U]Int[/U], [U]Edu[/U], [U]Soc[/U] [*]pick [B]service[/B] (career) to [I]attempt to enter[/I]. [*][U]roll [/U]for entry. [LIST=1] [*]on scuccess, go to 5 [*]on fail, go to 4 [/LIST] [*][U]roll[/U] for service drafted into [*][U]Roll [/U]term's survival [LIST=1] [*]on success, gain 1 skill roll [LIST=1] [*]if term1, gain a second skill [*]if term 1, check for automatic service skills. [/LIST] [*]on fail, go to 1 [/LIST] [*]if not a term 1 draftee nor already commissioned, nor in a rankless career, [U]roll[/U]for commission [LIST=1] [*]on success, gain rank 1 (commission) and 1 skill roll [LIST=1] [*]check for automatic skills for rank 1 (which are additional to the roll) [/LIST] [/LIST] [*]if commissioned and not maximum rank and not in a rankless career, roll for promotion [LIST=1] [*]on success, gain +1 rank and 1 skill roll [LIST=1] [*]check for service automatic skills for current rank. [/LIST] [/LIST] [*]for each skill roll, [LIST=1] [*]choose one of the [B]skill tables[/B] [LIST=1] [*]If education 8+, all four are available [*]if Education 7-, only the first three are available [*]it is unclear to me whether prior rolls this term unlock table 4 for this term. I allow it. Some don't. [/LIST] [*][U]roll [/U]1d [*]take the indicated skill [LIST=1] [*][B]Cascades[/B] if that skill is [U]vehicle[/U], [U]gun combat[/U], or [U]blade combat[/U], (or, if using S4, the additional cascades) pick the skill from the appropriate list. [/LIST] [/LIST] [*][U]Roll[/U] Aging Saves if term 4+ [*][U]Roll [/U]for reenlistment [LIST=1] [*]if nat 12, go back to 5.0 [*]if term < 7 and success but not nat 12, choose between [B]Muster Out or stay in[/B] [LIST=1] [*]go back to 5.0 [*]go on to 11 [/LIST] [*]if term > 7, go on to 11. [*]if failed, go on to 11 [/LIST] [*]figure total mustering out rolls [LIST=1] [*]1 per term [*]additional for rank [LIST=1] [*]R1 or R2, 1 roll [*]R3 or R4, 2 rolls [*]R5 or R6, 3 rolls [/LIST] [/LIST] [*]make the rolls [LIST=1] [*]for each roll, Choose [B]Cash or Benefits[/B]. [LIST=1] [*]no more than 3 benefits rolls can only be applied to the cash table. [/LIST] [*][U]roll[/U]on that table [LIST=1] [*]characters with rank 5 or 6 choose whether or not to [B]apply their +1[/B] [I]before rolling[/I] on the material benefits table [*]characters with gambling skill or who have retired choose [I]before rolling[/I] whether to [B]apply a +1[/B] to the rolls on the cash table [/LIST] [*]resolve attribute gains [*]resolve weapon benefits [LIST=1] [*]if more than 1, choose whether the 2nd and later are [B]additional weapons or skill in previously obtained weapons[/B] [/LIST] [/LIST] [*]if 5+ terms completed, note retirement pay. [*][B]Name [/B]the character. [*]if need be, name the [B]ship[/B]. [*][B]purchase additional starting gear[/B] [/LIST] I've bolded all the choice points, and underlined the actual points for dice rolls. More is defined by random than by rolling. Now, compared to then-current (1977) D&D, that was a lot of choice. But, at the same point, one didn't pick one's skills, merely affected the odds of which they got by table choices. The choice is barely meaningful. RAP, many allowed rolling the skill choice die then picking the table, making the choice very meaningful. D&D OE character gen: Roll 6 atts in sequence (which order was always a controversy in my circles due to the exemplar in Vol 1 p 10) [INDENT]Sequence a: [U]STR[/U] [U]INT[/U] [U]WIS[/U] [U]CON[/U] [U]DEX[/U] [U]CHA[/U] (order in text)[/INDENT] [INDENT]Sequence b: STR CON INT DEX WIS CHA (reading card in columns)[/INDENT] [INDENT]Sequence c: STR DEX CON INT WIS CHA (essentially, Traveller order)[/INDENT] Roll for starting [U]cash[/U] Choose [B]race[/B] Choose [B]class[/B] (unless demihuman - elves per unexpanded OE are always W/M duals, while halflings and dwarves are only fighting men) Roll [B]HP.[/B] choose [B]Alignment[/B] choose [B]Languages[/B] if need be, [B]Starting Spells[/B]. purchase [B]starting gear[/B] One can kind of roleplay the choices in Traveller. The iteration is where the choices matter for an RP context, but for most, it's mechanistic during, and then post-generation, a narrative is devised. It's definitely a form of play of Traveller, but whether it's RP varies by individual. (Says the guy who random-rolled some NPCs wed night while running a CT/MT hybrid.) The choices in D&D are far fewer, but only because of iteration. The RP can start in char gen... with class choice. (demi-humans don't get to make that choice until Sup 1 adds thieves. Note that class choice is often mechanistic (either due to attribute requirements or race choice); Languages and Alignment are also race constrained, starting spells are only for certain classes. The first that's really an RP choice is starting gear. Given the rules, the real munchkins spend 2 GP on starting weapons: dagger and spear ... "But wait, Daggers cost 3!" Sure... but... [LIST] [*]buy two spears... [*]use spear 1 to chop down spear 2 to a dagger. [/LIST] As I said, I was talking munchkins. (and yes, I've done that as a player, and seen other players try that. Once players used the alternate damage by weapon type, equipment went from the RP sphere to mixed RP and Mechanistic. [HR][/HR] [B][COLOR=rgb(147, 101, 184)]TLDR: [/COLOR] Classic Traveller has less meaningful choice than it seems. D&D can support very limited RP in char gen, [/B]but it's strongest before the change to damage by weapon type. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why do RPGs have rules?
Top