tim_manley
SOC-12
All pure Book 1
I can’t help myself. I’m working up a nice little campaign, my own universe, all CT only. I really want to have pure CT rules. But, I have to have a caveat for house-rules around char gen. This is due to some of my players that HATE the way traveler generates characters; so much so they refuse to play if I use it. The reason they give is the pure randomness of it – and that their dice rolling sucks.
So, in order for me to keep the players, I had to develop a new way that was close enough to the rules as to not really violate them. I came up with the Dice Pool.
You have an ability pool and a pool per term.
The way it works is you use a dice from the pool. A die can be used a single time.
For Character Generation you use 12 dice. The pool is such:
Die 1 = 1
Die 2 = 2
Die 3 = 2
Die 4 = 3
Die 5 = 3
Die 6 = 3
Die 7 = 4
Die 8 = 4
Die 9 = 4
Die 10 = 5
Die 11 = 5
Die 12 = 6
So, you want to roll Strength, you figure a 5 is nice. You pick a 3 and a 2, Dice 2 and Dice 4. Now you only have 10 dice left to choose from in order to make your character.
Die 1 = 1
XXXXXX
Die 3 = 2
XXXXXX
Die 5 = 3
Die 6 = 3
Die 7 = 4
Die 8 = 4
Die 9 = 4
Die 10 = 5
Die 11 = 5
Die 12 = 6
You carry on in this fashion until you’re out of dice and you now have your abilities generated.
Next each term of service. Your service takes a total of 10 dice.
The dice pool for 10 dice is such:
Die 1 = 1
Die 2 = 1
Die 3 = 2
Die 4 = 2
Die 5 = 3
Die 6 = 4
Die 7 = 4
Die 8 = 5
Die 9 = 5
Die 10 = 6
You follow the same method, picking the two dice that you rolled.
Skills are selected without rolling – the caveat is that no skill can be taken more than twice.
You roll dice for aging and mustering out benefits (gotta keep some randomness).
Thoughts? I know with some of my finicky players they will agree to play based on this as it means they get the character they want but there are still trade-offs.
I can’t help myself. I’m working up a nice little campaign, my own universe, all CT only. I really want to have pure CT rules. But, I have to have a caveat for house-rules around char gen. This is due to some of my players that HATE the way traveler generates characters; so much so they refuse to play if I use it. The reason they give is the pure randomness of it – and that their dice rolling sucks.
So, in order for me to keep the players, I had to develop a new way that was close enough to the rules as to not really violate them. I came up with the Dice Pool.
You have an ability pool and a pool per term.
The way it works is you use a dice from the pool. A die can be used a single time.
For Character Generation you use 12 dice. The pool is such:
Die 1 = 1
Die 2 = 2
Die 3 = 2
Die 4 = 3
Die 5 = 3
Die 6 = 3
Die 7 = 4
Die 8 = 4
Die 9 = 4
Die 10 = 5
Die 11 = 5
Die 12 = 6
So, you want to roll Strength, you figure a 5 is nice. You pick a 3 and a 2, Dice 2 and Dice 4. Now you only have 10 dice left to choose from in order to make your character.
Die 1 = 1
XXXXXX
Die 3 = 2
XXXXXX
Die 5 = 3
Die 6 = 3
Die 7 = 4
Die 8 = 4
Die 9 = 4
Die 10 = 5
Die 11 = 5
Die 12 = 6
You carry on in this fashion until you’re out of dice and you now have your abilities generated.
Next each term of service. Your service takes a total of 10 dice.
The dice pool for 10 dice is such:
Die 1 = 1
Die 2 = 1
Die 3 = 2
Die 4 = 2
Die 5 = 3
Die 6 = 4
Die 7 = 4
Die 8 = 5
Die 9 = 5
Die 10 = 6
You follow the same method, picking the two dice that you rolled.
Skills are selected without rolling – the caveat is that no skill can be taken more than twice.
You roll dice for aging and mustering out benefits (gotta keep some randomness).
Thoughts? I know with some of my finicky players they will agree to play based on this as it means they get the character they want but there are still trade-offs.