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Equalizing Book 1 Character Gen With Books 4 & 5

And welcome aboard tbeard1999
 
Int+Edu+terms...... Hmmm, that could be an appropriate way to go. And, yeah, I think most folks ignore the Int+Edu limit, unless they are trying to balance LBB1 and LBB4 characters, etc.
 
Int+Edu+terms...... Hmmm, that could be an appropriate way to go. And, yeah, I think most folks ignore the Int+Edu limit, unless they are trying to balance LBB1 and LBB4 characters, etc.
 
Here's something I posted a while ago:
The special duty roll is taken from MT character generation tables.

Basically if you equal or exceed the number you gain an extra skill that term.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Navy 5+
Marines 4+
Army 6+
Scouts 4+
Flyer 6+
Sailor 6+
Law Enf 4+
Doctor 6+
Diplomat 5+
Bureaucrat 6+
Scientist 5+
Noble 6+
Merchant 4+
Belter 6+
Pirate 5+
Rogue 5+
Hunter 6+
Barbarian 7+</pre>
In MT if you roll 4 or more higher than you need to on a commission, promotion, or special duty test, then two skills are gained instead of just one.

This rule goes a long way towards balancing basic and expanded characters.[/quote]If you want to use the "Other" career then I'd give it a special duty roll of 4+.
 
Here's something I posted a while ago:
The special duty roll is taken from MT character generation tables.

Basically if you equal or exceed the number you gain an extra skill that term.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Navy 5+
Marines 4+
Army 6+
Scouts 4+
Flyer 6+
Sailor 6+
Law Enf 4+
Doctor 6+
Diplomat 5+
Bureaucrat 6+
Scientist 5+
Noble 6+
Merchant 4+
Belter 6+
Pirate 5+
Rogue 5+
Hunter 6+
Barbarian 7+</pre>
In MT if you roll 4 or more higher than you need to on a commission, promotion, or special duty test, then two skills are gained instead of just one.

This rule goes a long way towards balancing basic and expanded characters.[/quote]If you want to use the "Other" career then I'd give it a special duty roll of 4+.
 
Originally posted by Jame:
My solution is to take Zakrol's advice, but roll by year, and not by term (i.e. you get four rolls per term). What terms do are determine your aging, your benefits and your reenlistment.
I think if you started rolling every year, you'd end up with better characters than if you used advanced chargen.

There's a lot of opportunity, in advanced chargen, to not get a skill during a year--a lot of garrison duty and what-not.

If you run a few characters through basic gen, using the two DGP/MT tweaks, and then compare to a few characters ran through advanced chargen, you're going to get pretty compatible characters.

YMMV, but I think one roll per year for basic skills, plus extras like commision and promotion and such, will give you a very powerful character compared to a medium-powerful character from advanced chargen.
 
Originally posted by Jame:
My solution is to take Zakrol's advice, but roll by year, and not by term (i.e. you get four rolls per term). What terms do are determine your aging, your benefits and your reenlistment.
I think if you started rolling every year, you'd end up with better characters than if you used advanced chargen.

There's a lot of opportunity, in advanced chargen, to not get a skill during a year--a lot of garrison duty and what-not.

If you run a few characters through basic gen, using the two DGP/MT tweaks, and then compare to a few characters ran through advanced chargen, you're going to get pretty compatible characters.

YMMV, but I think one roll per year for basic skills, plus extras like commision and promotion and such, will give you a very powerful character compared to a medium-powerful character from advanced chargen.
 
Originally posted by tbeard1999:
That said, the INT+EDU rule can actually limit the potential imbalance. While Book 4+ characters will still roll more skills, they're ultimately limited to a fairly strict limit -- 14 skill levels for average characters; 20 or so for very bright ones.
Little tweak I use in my game--

I don't limit characters to a total of their "Experience" (Experience is what the INT+EDU number is called in CT), but I do use the Experience number.

I use it for character advancement.

Let's say a character has INT-7 and EDU-8. His experience is 15.

In my game, if the character as a total number of skill levels that is 15 or less, then he will advance normally.

If the character has skill levels that total to 16+, he will advance 50% slower.

Now, you can use whatever method of character advancement you want. In my game, I use an XP system where points are awarded at the end of the night for good role playing and good ideas during the game. These points are then used to make a roll to advance a character's level (there's more to it, but you get the idea).

Under my system, if the character's total skills are equal to or below his experience score, then he advances normally. But, if his total skills are over his Experince score, then I require double the XP points in order to make a check for advancement.

If you use a "time" experience system, as per standard CT rules, then just double the time. Instead of taking 6 mos to increase EDU, it takes a year.

I carry the Experience categories on, too. So, if an INT-3, EDU 4 character (Experience 7) has a total number of skills of 15, then the cost for improvement is 3x normal.

Just an idea--that's how I'm using the CT Experience score.
 
Originally posted by tbeard1999:
That said, the INT+EDU rule can actually limit the potential imbalance. While Book 4+ characters will still roll more skills, they're ultimately limited to a fairly strict limit -- 14 skill levels for average characters; 20 or so for very bright ones.
Little tweak I use in my game--

I don't limit characters to a total of their "Experience" (Experience is what the INT+EDU number is called in CT), but I do use the Experience number.

I use it for character advancement.

Let's say a character has INT-7 and EDU-8. His experience is 15.

In my game, if the character as a total number of skill levels that is 15 or less, then he will advance normally.

If the character has skill levels that total to 16+, he will advance 50% slower.

Now, you can use whatever method of character advancement you want. In my game, I use an XP system where points are awarded at the end of the night for good role playing and good ideas during the game. These points are then used to make a roll to advance a character's level (there's more to it, but you get the idea).

Under my system, if the character's total skills are equal to or below his experience score, then he advances normally. But, if his total skills are over his Experince score, then I require double the XP points in order to make a check for advancement.

If you use a "time" experience system, as per standard CT rules, then just double the time. Instead of taking 6 mos to increase EDU, it takes a year.

I carry the Experience categories on, too. So, if an INT-3, EDU 4 character (Experience 7) has a total number of skills of 15, then the cost for improvement is 3x normal.

Just an idea--that's how I'm using the CT Experience score.
 
WJP, I don't think he was saying one roll, plus all the other rolls, per year. In basic CT, you get two rolls per term, basically (if you get promoted). If you do a skill per year, plus the Promotion roll for the term, you might get 5 skills (and 7 in the first term: 2 for first year, 1 for Commission, 1 for Promotion, and 3 for the other years). About what average rolling in MT will get you.
 
WJP, I don't think he was saying one roll, plus all the other rolls, per year. In basic CT, you get two rolls per term, basically (if you get promoted). If you do a skill per year, plus the Promotion roll for the term, you might get 5 skills (and 7 in the first term: 2 for first year, 1 for Commission, 1 for Promotion, and 3 for the other years). About what average rolling in MT will get you.
 
Maybe I read it wrong, but he said--

"My solution is to take Zakrol's advice, but roll by year, and not by term (i.e. you get four rolls per term). "

So, he's saying you get one roll for skill per year (four attempts at skills) plus Zakrol's advice (the Special Duty roll and the extra skill for 4+), plus commission, plus promotion.

In a first term, you could get--

--4 skills, one per year

--1 skill if Special Duty success

--1 skill if Special Duty throw 4+ success

--1 skill if Commission success

--1 skill if Commission throw 4+ success

--1 skill if Promotion success

--1 skill if Promotion throw 4+ success


So, we're talking a possible (not probabable) 10 skills during the first term.

That's 4 skills automatic, and 3 dice throws for skills where two skills are awarded if the throw is beaten by 4+.

That equates to a butt-load of skills.

And, on term two, he could do the same thing.

I bet, without doing the math, that this systems spits out somewhere in the neighborhood of 6-7 skills per term.

That would blow advanced chargen away.
 
Maybe I read it wrong, but he said--

"My solution is to take Zakrol's advice, but roll by year, and not by term (i.e. you get four rolls per term). "

So, he's saying you get one roll for skill per year (four attempts at skills) plus Zakrol's advice (the Special Duty roll and the extra skill for 4+), plus commission, plus promotion.

In a first term, you could get--

--4 skills, one per year

--1 skill if Special Duty success

--1 skill if Special Duty throw 4+ success

--1 skill if Commission success

--1 skill if Commission throw 4+ success

--1 skill if Promotion success

--1 skill if Promotion throw 4+ success


So, we're talking a possible (not probabable) 10 skills during the first term.

That's 4 skills automatic, and 3 dice throws for skills where two skills are awarded if the throw is beaten by 4+.

That equates to a butt-load of skills.

And, on term two, he could do the same thing.

I bet, without doing the math, that this systems spits out somewhere in the neighborhood of 6-7 skills per term.

That would blow advanced chargen away.
 
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