tjoneslo,
As usual you make an interesting point with an interesting proposal so let me do you the justice of responding to it point by point so I don't miss anything.
Originally posted by tjoneslo:
[My original post snipped for space.]
The one thing I think you are missing is that T20 has changed a large number of base D20 rules, delibertly, in ways that makes the unbalanced parties less of a problem.
I haven't missed this at all. The thing is that many other d20 systems have tried similiar approaches as well and while they work to some degree, they don't really eliminate the problem. I am referring of course to the wound/vitality systems out there which are just about as deadly as T-20's lifeblood mechanic. StarWars and Spycraft at are noted in d20 for having very deadly combat, yet both consider balanced parties to be important.
First, the Life Blood mechanic ensures any character is equally easy to kill in combat regardless of level.
See above.
Seond, T20 add a huge number of skills, and then requires characters to have all of them. For example, running a starship requires at least six skills (Pilot, T/Astrogation, T/Engineeing, T/Communications, T/Sensors, Gunnery) and really should have 13 (Add Broker, Trader, P/Admin, P/Steward, T/Computer, T/Medical, T/Mechanical).
The thing is though, you really
don't need all of these. Your
party should have these, but no one person needs them (see my prior point about specialists). An engineer, for example, really only
needs T/Engineer, T/Mech, T/Elect, T/Comp, T/Gravitics. This cover the build/repair skills for
all the systems on a ship. In addition, on large ships, only the chief engineer should have
all of them, and will likely specialize in T/Engineer. To be watch qualified, he has to have the skill (even at '0' ranks...an interesting T-20 concept btw) for things like T/Communication, T/Astrogation, and Pilot.
So an engineer (just as an example...but this is really the worst case one since engineers have to be skill heavy) is
required to have only
five skills to be an engineer. Navy covers this easy before considering other bonuses such as Human or Int. In short individual PCs need far fewer skills than you might imagine which means those skill
ranks can be much higher as you have noted.
The D20 skill system allows a character to have a few skills at high level, or a many skills at low level.
See my point above. If you allow party members to 'specialize' within ship roles (and almost all Traveller parties I have seen do this....with at secondary qualification), then you can (and often will) get away with high skill levels since you don't need
that many skills.
True, T20 does not solve the D20 problem of higher level characters with insane skills being able to perform miracles. But that is in keeping with the D20 high fantasy concept.
Ah, now we come to it I think. There is a subtle genera conflict going on, or so I think. Traveller at least as I understand it was always meant to be
low fantasy a'la Space Opera. That is to say that real people took real risks, and could get
really hurt in Traveller. This is one point where I think GURPS modeled Traveller better than d20.
I do think the long time D20 player who picks up T20 will recongnize the fact that while the prior history system allows them to (legally) produce a 17th level uber-character, the other T20 rules makes them a whole lot less uber.
I don't completely dispute this. What I dispute is that the rules do this
enough to justify the uber-characters. I don't think they do
especially for new players and GMs which is really the whole point I think.
And given the scope of chanages that other D20 games have made to the base D20 rules, T20 can hardly be called unique.
It's not unique except in so far as all d20 games can be called individually unique. I note that Spycraft and Starwars both attempt to deal with many of the same problems in largely similiar ways to d20. T20
is unique in it's insistance on allowing severely unbalanced characters as though it were alright (if Hunter's reaction is any indication at all).
So, back on topic: Thus far, the suggestions to fix Prior history involve changing the amount of experience given (none, fixed overall, fixed per term, capped overall, capped per term). I did like Falklan's suggestion about using experience to buy your way through the prior history system.
One additional suggestion I have: Divide the XP given for all of the Prior history steps by 2, 4 or 8. That is, instead of giving 4,000XP for surviving a term, give only 1,000XP, with all the other rewards divided accordling. This solves two problems: Characters start at 3rd to 5th level, with a much smaller spread than the normal system. Second, because the characters start a lower level, their skills are not yet at the Perform Miracles level.
Look through your characters you've generated and see what happens if you divide their XP by four or eight. Does this produce the "more balanced" range of characters you are looking for?
Ah, now
these are the sorts of suggestions that I have been looking for! Given that XP totals explode in the higher levels, even a division by two reduces the level difference
and more crucially the experience point difference by a considerable amount. I did some tests and the level difference problem is reduced considerably, so this approach has real possibilities although it does make parties less competant overall (not a bad thing IMHO...it gives you something to work up to). I won't say it is sufficient, yet, but my preliminary data suggests that 8 is far too much and 4 may be as well (but 2 may be too little). Thanks for the food for thought.
-Polaris