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Career Turning point

Im trying very patiently to wade through the rules about rolling for the turning point in character creation.
Its entirely probable that Im missing something so if you can help me, I'd appreciate it.
Basically here's my problem.

When rolling up a character I get to the turning point section and read the task description and then draw a blank.

The basic task mechanic is easy, I get that, 1d10 against a difficulty (in this case 2 to start as 1 is apparently always a failure)

Im supposed to be able to augment this with an appropriate skill, or 1/4 of the appropriate attribute. Except I dont know what the appropriate attribute is for the Turning point.

Is it supposed to be individual? For instance my scout reaches his crisis or turning point and decides that he needs to go back to school (augmented in this case by determination) or is it something like, my Groundpounder was wounded and unable to stay in if he didnt get better (Endurance). If so I like it a lot, it shows a certain creativity and amount of roleplaying in character creation thats lacking from other games. Im probably going to lean that way when I play. Still if there is an offical answer that'd be cool to learn as well so a rules lawyer player doesnt throw it in my face.
 
The attribute used is Determination{/b].

Again task difficulty increases with each turning point reached.

So Scout joins up and rolls 4 for the number of years service before reaching turning point. Rolls against the task Simple; Determination; Instant.

Easy pass. He can then continue as a Scout. Rolls 7 years service. Turning point task is now Routine; Determination; Instant. Again he can remain a scout or choose to take a second career.

Failure of a turning point task signals the end of chargen.

Only 2 careers can be chosen. Max. (I really hate that rule but I do understand it)

My own opinion is that the GDW house rules lends itself to 2300AD very well (derived as it is from it) and is a pity that it has never been fully adapted. Though Andy slack produced some great stuff linking Traveller and 2300.
 
hmm Determination aye. I guess I missed that even though it was right there in black and white. I dont hate 2 careers that much its a little lame, but not horrid. I dont get how some of the Aurora careers would work as they are pretty time specific. ie how can I do 7 years as a Kafer Bounty Hunter when they havent been here more than 6 months.

Oh and now that you answered I have one more question. GDW house rules?
 
Twilight 2000 second edition or more specificly v2.2

This was the basis of a number of rulesets ans I believe more were planned. The games that used the rules were IIRC Traveller TNE, Twilight 2K (2nd ed), Dark Conspiracy, Cadillac & Dinosaurs.

Most important about these were the mass amount of weapon detail published for T2K and the paradigm busting design sequence of TNE's Fire, Fusion & Steel.
 
I see.

I might have to get myself a copy of TNE and FF&S just to check out. Noble Knight has em cheap.

The only real problem I seem to be having with 2300 AD is finding stuff. The mechanics seem simple enough, but examples and tasks are scattered in sidebars and not the easiest to find. In addition some like the aimed fire rule describe how to accomplish the task, but not what it does (in relation to say just regular fire). It makes a distinction between aimed sniper fire and riflemans fire (I guess that means breath control, windage etc) but then appears like it uses the random hit location table (which doesnt make sense). Basically the rules are poorly organized and explained. Some are easy enough to work with, for instance I can make partial cover into a decent approximation of being prone.

There is something I like about this from a GM pov, because it means I can do a lot with the task system. But it also means that my descisions may be non cannon.
 
It makes sense as 2300 was (and is) a very much unfinished game in many ways. Instead of continuing down the path, GDW instead moved to their house system. But 2300 was where they tested a lot of their concepts first. You can see where 2300 goes into a lot more combat detail than "vanilla" Traveller, but less than their House System.

That said, despite its warts, I've always had a soft spot for the 2300 system over TNE/House System - combat is a lot faster in 2300 and a lot less complicated. I think it's a bit too easy to hit in 2300 and the ranges of stuff (from throw range to weapons range) is really loony, but still, I like it more than TNE/House System.
 
"and the ranges of stuff (from throw range to weapons range) is really loony"

I'll say. I'd love to throw a 1 kg object 80 meters or more with no effort.
 
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