ElliottWJames
SOC-7
Last night I had my first game of T20 and I wanted to share some of my thoughts on the system. The group were all experienced role-players and had played CT in the past.
I must admit it was good to be back, starting in Glisten/Glisten in 1105.
The character generation worked out quite smoothly and we created characters that made a good deal of sense:
The MD who took ROTC to serve with the Marines before return to private practice.
The grizzled old scout who spent way too much time in the External Mapping Banch of the IGS.
The Nobleman whom the Navy realised was not really safe to be let loose in space.
The NCO Marine Grunt Gun Bunny - no group should be without one.
The achedemic who flunked his ROTC and ended be drafted into the Marines anyway.
The Navy deckhand with an attitude problem so he took up travelling.
Characters ranged in age from early 30's to late 40's and in level from 7th to 10th.
The first thing that struck me was that you get way more skills than I'm used to. As the human Scout who took the Professional route through college as a geologist I ended with well over 100 skill points to spend. By the time I had finished added ability modifiers my most of my skills ended in the 9 - 14 range with the specialisms of Sensors and Comms ending up as 18. The doctor who I help my wife create had a similar range.
This led me to the first thought - most skill checks seem pretty routine. OK so we've a 41 year old doctor who can do brain surgery so I suppose it's not too outragous. But by the time you've added in the other skills things get a little out of hand. For example my Scout whist the EW officer is also
Good enough to qualify as an Ace Pilot,
A good Astrogration officer,
A passable Starsip engineer,
Can rewire your house then fix you group vehicle or air raft,
Survey and prosepect a world,
Fight his way through paperwork,
Knows more about Consulate space than most people and Speaks Zhodani to boot!
The list seems to go one.
Are the characters we're creating too powerful? Granted most of us seem to put our highest rolls into Int so you get extra skills but it does seem a little unbalanced.
The combat system is a mess: individual, vehicle and starship are all lumped into one chapter without any clear demaration between them. This did slow the combat down whilst we flipped between pages.
I'm sure other things will crop up as we play but I'd like some thoughts from people who've more experience with the system
Big thanks to Dave for being the DM, Bob for oranising the even and for Gale, Chris etc for making such a fun evening.
I must admit it was good to be back, starting in Glisten/Glisten in 1105.
The character generation worked out quite smoothly and we created characters that made a good deal of sense:
The MD who took ROTC to serve with the Marines before return to private practice.
The grizzled old scout who spent way too much time in the External Mapping Banch of the IGS.
The Nobleman whom the Navy realised was not really safe to be let loose in space.
The NCO Marine Grunt Gun Bunny - no group should be without one.
The achedemic who flunked his ROTC and ended be drafted into the Marines anyway.
The Navy deckhand with an attitude problem so he took up travelling.
Characters ranged in age from early 30's to late 40's and in level from 7th to 10th.
The first thing that struck me was that you get way more skills than I'm used to. As the human Scout who took the Professional route through college as a geologist I ended with well over 100 skill points to spend. By the time I had finished added ability modifiers my most of my skills ended in the 9 - 14 range with the specialisms of Sensors and Comms ending up as 18. The doctor who I help my wife create had a similar range.
This led me to the first thought - most skill checks seem pretty routine. OK so we've a 41 year old doctor who can do brain surgery so I suppose it's not too outragous. But by the time you've added in the other skills things get a little out of hand. For example my Scout whist the EW officer is also
Good enough to qualify as an Ace Pilot,
A good Astrogration officer,
A passable Starsip engineer,
Can rewire your house then fix you group vehicle or air raft,
Survey and prosepect a world,
Fight his way through paperwork,
Knows more about Consulate space than most people and Speaks Zhodani to boot!
The list seems to go one.
Are the characters we're creating too powerful? Granted most of us seem to put our highest rolls into Int so you get extra skills but it does seem a little unbalanced.
The combat system is a mess: individual, vehicle and starship are all lumped into one chapter without any clear demaration between them. This did slow the combat down whilst we flipped between pages.
I'm sure other things will crop up as we play but I'd like some thoughts from people who've more experience with the system
Big thanks to Dave for being the DM, Bob for oranising the even and for Gale, Chris etc for making such a fun evening.