This all started in another thread where I was asking about chargen. The net result is that the Rogue career uses a single CC for the entire career instead of rotating each term like other careers. In my last post (see below) I came up with an idea that I thought may warrant some additional discussion so I started a new thread with it so that my chargen question don't get bogged down and that this is more visible to the community.
DickNervous said:Two things. On your question at the end, I don't really know. In some professions, staying a longer time would make it more likely you'll remain, but in others the opposite is true.
Regarding that character, that's an AWFULLY good set of rolls. The average of your characters rolls is 9.3, extremely high.
One thing Traveller assumes is that the die rolls are "normal". Unlike most incarnations of other RPGs (like D&D), Traveller doesn't let us use alternate dice-rolling conventions. Our characters aren't "heroes" as they are in most RPGs. They're "travellers".
It's these awesome new dice I got that are designed specifically for T5!
But yeah, I rolled that one really good. It's a shame it is just a test roll for me to learn the system. I promise you, I *never* roll like that when it actually counts.
However, your point on the Rogue still stands, because B (11) is a problem even if all the others are 7s (because you get to use it continuously).
It really depends on what the reasoning was behind it. I mean I can't be the first person to point this out so I assume that somewhere along the way someone said "Let the Rogue use the came CC for their entire career because <reasons>" and everyone else involved agreed. Assuming the reasons were good ones, I have some ideas that just popped into my head instead of making the Rogue like all the other careers.
Have the CC chosen impact the available schemes. After all, running a scheme against different careers requires different skills. Some examples off the top of my head...
* Physical CCs (C1, C2, C3)--> Citizen, Scout, Spacer, Soldier, Marine, Agent, Rogue
* Mental CCs (C4, C5, C6) --> Craftsman, Scholar, Entertainer, Merchant, Rogue, Noble, Functionary
Then limit the use of a CC to 2 terms before you have to pick another or that you would have to use all 3 in a "category" before using again.
Or, another thought that just came to me, is to add mods to the R/R rolls based upon the CC and the Scheme. So perhaps instead of limiting which scheme is available, give a bonus when using the "preferred" CC for a scheme. For example, perhaps a Rogue using C6 would get a bonus on the R/R rolls for a scheme against a Noble or Entertainer.
Obviously this needs more thought (I just came up with this as I was sitting here) and play testing, but it sounded good in my head so I thought I would share.