So I already gathered. Looks like we have different opinions on the subject, doesn't it?
Definitely not the first time, huh, Hans?
But then you say:There is much you say that is true but the overall analysis does not fit the way I see things. All people are not the same. Even with only the one option, different people will be more of a risk taker than others.
Absolutely.
For me, if I have to take the very first character rolled, because they don't die, on average, I'd get a much LESS powerful character. No killing off a character because you don't like the stats. No killing off the character because they didn't get into the career and skills you wanted. It's too easy to keep killing off characters until you get the so called super-human. I see no need to be protective of this character because you can just keep on rolling up more if necessary.
Well, the GM might want to put a reasonable limit on how many times a player can attempt a new character.
The power to kill of a character that the player doesn't like should not be taken away from the player. Some games have safe guards for very poor characters. d20 3.5 has a minimum bonus (I forget exactly how to do it--at up all bonuses, and if they don't amount to X, the player can re-roll). Plus, the character can arrange stats to taste after the six numbers are generated.
CT has a like player customization. The CT player has to keep a single 2D for each stat. He cannot arrange to taste. But, he can, if he doesn't like the player, keep re-enlisting until the character is dead.
This is the CT player's tool to get a character he likes.
For example, maybe the player really wants to play a pilot. He could attempt a few characters until he gets Pilot-1.
The balance is that his stats may not be as high as a character he trashed that didn't have the Pilot skill.
Or, a player may get some killer stats, but then end up with few skills.
Remember, in CT, stats have less effect than skills. So, even a character with stats FFFFFF, he'll have a lot of hit points, but the bonues he gets on most skills throws come from his skills only. I'd say only a third, or so, of the skill throws in CT reference a character's attributes.
In may cases, a character with low stat and high skill is much more valuable to a player than a character with high stats and no skills.
For example, take the Low Berth roll we've been talking about in this thread. That 5+ throw to bring a character out of cold sleep is the same no matter if the character has EDU-2 or EDU-F, INT-2 or INT-F.
It's the skill that matters (in a vast majority of cases). Medic-2 is needed to get the +1 DM.
CT is mainly a skill driven game. Stats do influence some throws, and they represent character hit points, but the influence of attributes in Classic Traveller is less than that of skills.
So, if a player rolls a character with excellent skills--a character that the player likes, he'll be more and more hesitant to risk the character with the Survival Throw.
And, even if a player does try to kill off a character he doesn't want, the kill-off method isn't fullproof. If the character survives and then rolls so that he his not elligible for re-enlistment, the player is stuck with that character.
A limiting factor, for me, is aging effects if not using anti aging drugs, which we don't.
If the hard survival throw is used, many times the limiting factor is character death. Players who get the character that they want (or close enough to what they want) will usually not go five terms or more--too much of a risk.
So I think kill them off chargen can produce characters with higher characteristics and higher number of terms.
This would only be true if a player does not care at all what type of character he plays. And, it doesn't necessarily mean that the character would have higher stats. The player will keep rolling up characters until he gets one that lives a while and has a lot of skills (which is, basically, the problem with not enforcing the Hard Survival Rule).
And...if the player can re-try a character an unlimited number of times.
And...the player doesn't survive until the character is not elligible for reenlistment.
In most cases, as I've said, a character will roll something he likes (high stats, or probably a specific skill he wants), then the player will try to protect the character so that he can play him and not have to start over again.