- Recommended group side: 3 to 10 players. Yow.
- There's a note about how extra PCs people generate should be kept around for use as hirelings, and something else about a reaction roll mechanic in book 3. I'm excited.
- Only six careers - Army, Navy, Marines, Merchants, Scouts, and Other (rogueish, basically)
- No standardized DM by ability score system (ie Dex 9 -/-> +1). Instead there are DMs all over the place; if you have Int 6+, you're at +1 to enlist in the Scouts. If you have Str 8+, you're at another +2. If you have Dex <6, you're at -1 to fire an autorifle. And so on and so forth.
- I think this would result in a lower DM spread from abilities most of the time (-1 to +1 vs -3 to +3)? Maybe I haven't gotten far enough yet.
- Can only draft into the services at 18. No chance of commission during first term after draft.
- Other Service actually has -1 Soc on their personal development table. lol.
- Rank only matters after commission; enlisted ranks not tracked
- Scouts - no ranks, really hard to survive, but gain two skill rolls per term
- Ironman chargen on by default, with an extra reenlistment roll every term to stay in the service even if you survived. I guess this is where T20 got its reenlistment mechanic. It doesn't look like you can change careers after failing to reenlist, though (which sorta makes sense for a game where almost all the careers are military)
- All PCs are assumed to be minimally competent (skill 0) with all weapons (!)
- A lot of skills seem to give a +2 DM per level of skill
- Computer skill - When PCs write starship computer programs, there's a 1 in 6 chance there's a crashing bug, and another 1 in 6 chance that there's a performance bug for a penalty to actions using it. That's... kinda reasonable, really.
- No ship shares! Instead when you roll free trader, you get a free trader on a 40 year lease.
- No Combat Armor on the mustering-out table, either.
- Peeking ahead into the Combat chapter before going to sleep, their surprise roll mechanic is straight out of TSR D&D, and Leadership and Tactics skills (both of which we've struggled with before) help modify it.
Tuesday, December 31, 2013
OSR, Traveller-Style: CharGen
Unsatisfied with the Mongoose version of Beltstrike, I picked up the Classic Traveller one, and... the rules were actually somewhat clearer (especially the bit on how to handle bidding on claims, which Mongoose omitted). So then I decided to take a look at CT's core books. Here're some interesting differences so far (through CharGen in book 1):
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