I wasn't going to get back into this but as I can't get to the material I need to work on my pbp at the moment and, well, I am an opinionated sob so...
I'd still be considering the core mechanic of having Characteristic bonuses/penaties if they are above/below the target number though and/or the MT option of Characteristic/5 or somesuch. 'Characteristic-7' looks a slightly high variable range for my preferences (Basically, +/-0-5). I like the notion of skill level representing 'years of experience', rather than just being totally abstract myself, although how this pans out in practical terms, I'm not sure. Still, I'm pretty happy it's a roll high system again.
As I said before: "Characteristic -7" is mechanically the same (exactly the same) as "Characteristic", without subtracting anything (and with the default difficulties being 7 points higher.) So what you are looking at is 2d6+Characteristic+Skill vs. TN.
'Characteristic -7' isn't completely identical to 'Characteristic', because it starts at a -5 base. Because skills are only represented in positive number, and don't have a negative equivalent, it means that they are still technically more influential than Characteristic scores.
That said, I would prefer a smaller influence from Characteristic scores - more like: +/- 1 or 2 (3 in the extreme), than +/- 1 to 5.
See my comments re this below, after the quote from Matthew...
Matthew Sprange from S&P said:
Traveller is a game that has always been close to my heart.
That's a comfort, especially considering the editor in charge (see the Chris quotes below).
Matthew Sprange from S&P said:
A chance conversation with someone who has worked on various Traveller projects finally got things into gear...
Who? Inquiring minds want to know. Well, not really but I am a bit curious, if only because they are soooo mysterious about it.
Matthew Sprange from S&P said:
...we will be making the new Traveller Open Content, allowing anyone to publish (books or PDFs) their own ships, equipment, complete settings and universes – pretty much anything that can be imagined!
That sounds promising. Still not sure how that is going to fit with the whole "unfracturing of the fans and one set of eyes on the prize" or "and one rule to bind them all", to paraphrase.
Matthew Sprange from S&P said:
A lot of debate has taken place on the core mechanic that will be used behind the new game. At the time of writing, we are currently using what has been called the T5 Roll High mechanic, which is;
2D6 + Skill + (Characteristic –7), to match or beat a Difficulty target.
We are still tinkering with the effect Characteristics have on the mechanic,
and the –7 is by no means set to stay. We are aiming for a mechanic whereby a character’s skill is the most important factor but very good or truly awful Characteristics can have an effect.
Not enough debate then for many
But it sounds like the goal is still being chased. At least it is a Roll High mechanic. Something will have to be done about that Characteristic influence though. As it is now it is unbalancing. A fellow COTI member had a pretty good system here a while back, until he went (imo) a little too far with the detailing and complication
Matthew Sprange from S&P said:
As for character creation, that old chestnut of Traveller, yes, it will still be possible to die during the process!
Why? It is the single most ridiculed mechanic of the original rules and has been all but written out since the (second?) reprinting of the core rules. Still the "other" gamers laugh at Traveller and snigger about "your character died in character creation" :nonono:
That said it was critical to a proper appreciation of the survival rule of chargen and I'm actually a fan of the rule. The watered down "injured out" option changed char gen for the worse imo. Without a serious consequence everyone rolled until they failed survival to maximize their skills and benefits. There was no reason not to. Even the aging rolls were not enough of a deterrent. The only thing that stopped the players from rolling was failing survival or reenlistment.
What's needed is a new penalty that will re-instill that "game within the game" of balancing another term or service against the chance of failing to "survive" it. Something like losing not only the benefits of that term but the previous term as well (skills, wealth, promotions). Something to put the "gamble" back into the generation.
Chris Longhurst from S&P interviews said:
Q - Are you looking forward to working on Traveller?
A - Yes! Which is surprising considering that I’m not a fan of sci-fi in general. I see this as a great opportunity to extract all the best bits and Do It Right – update it for the 21st century, that sort of thing. I’ve got the omnitalented Gareth Hanrahan – so great that his secret identity is Batman – doing the core rules and I’m negotiating with a Traveller expert to do the first setting (the Spinward Marches, a region of space so turbulent it makes the inside of a spin cycle washing machine look static and so famous it got a speaking part in Terminator 3), so I’m optimistic.
Well, that starts off rather frighteningly. :file_19: "not a fan of sci-fi" in charge of Traveller. That's a bit discomforting to me.
The "Do It Right" sentiment may be ok, as long as he doesn't mean everything becomes all nanotech and cyborgs and microcomputers and AIs. Those things ARE NOT Traveller. Do we need an omni-talented superhero by day working on this by night?
I'm cautiously optimistic...
I wish I had your level of hope Andrew. But then I think I'm firmly in the camp of "not interested thanks" on this, which Mongoose at least recognizes as a valid position and respectfully is willing to let us continue while they go their way. Which I in turn respect, if grudgingly.