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Modern House Rules for Chargen

Originally posted by Fritz88:
Toss in an option for Rogues to do a term as another career. So, they could do a term as a Doctor, or a Pilot, or even a Cop.
Done - check the edited post abouve!
 
Originally posted by Fritz88:
Toss in an option for Rogues to do a term as another career. So, they could do a term as a Doctor, or a Pilot, or even a Cop.
Done - check the edited post abouve!
 
Our house rules (CT)
Fail the survial roll, make an extra aging roll (less than 34 yrs old, use the 34 yr table), then muster out and start playing.
Make the survival roll you can re-enlist

Instead of re-enlisting
Muster out and try to enlist in another career. -1 to the enlistment roll for every term already served. +1 for every skill on the new career's SST already held. Lose all rank, though.

Fail to enlist in another career and you start playing right now. (or try to enlist in a different career at an additional -1 per failed attempt).

We had a couple of guys who did 1-2 terms in the Army, then went Scout. Or Merchant (like Cap'n Mal from "Firefly").
 
Our house rules (CT)
Fail the survial roll, make an extra aging roll (less than 34 yrs old, use the 34 yr table), then muster out and start playing.
Make the survival roll you can re-enlist

Instead of re-enlisting
Muster out and try to enlist in another career. -1 to the enlistment roll for every term already served. +1 for every skill on the new career's SST already held. Lose all rank, though.

Fail to enlist in another career and you start playing right now. (or try to enlist in a different career at an additional -1 per failed attempt).

We had a couple of guys who did 1-2 terms in the Army, then went Scout. Or Merchant (like Cap'n Mal from "Firefly").
 
I like it ;)

Couple of questions:
can someone who's failed a survival role enlist in a second career?
and
how is rank transfered if you go from Army to Navy say?
 
I like it ;)

Couple of questions:
can someone who's failed a survival role enlist in a second career?
and
how is rank transfered if you go from Army to Navy say?
 
1) No. The survival roll was Gods way of telling you that this character was finished. A little gamey, but it worked. Though I think we experinmented with "second survival failure kills you, no matter what" for a whiney player with a 1 term character.

2) DMs choice. Generally it didn't,
Some Refs would let previous Officers/NCOs get +1 on commissioning/promotion until they hit their old rank.

Or depends on SST. With any SST held above 1, NCOs can get a level of rank back. (i.e, ex Marine E4 with Combat Rifleman 2 can enlist in the Army as an E2.
 
1) No. The survival roll was Gods way of telling you that this character was finished. A little gamey, but it worked. Though I think we experinmented with "second survival failure kills you, no matter what" for a whiney player with a 1 term character.

2) DMs choice. Generally it didn't,
Some Refs would let previous Officers/NCOs get +1 on commissioning/promotion until they hit their old rank.

Or depends on SST. With any SST held above 1, NCOs can get a level of rank back. (i.e, ex Marine E4 with Combat Rifleman 2 can enlist in the Army as an E2.
 
We just use hero system. Convert a few of the skills and let players build their own characters. Since hero tends to be a bit more cinematic it also solves a lot of the problems with man to man combat being too short and bloody.
 
We just use hero system. Convert a few of the skills and let players build their own characters. Since hero tends to be a bit more cinematic it also solves a lot of the problems with man to man combat being too short and bloody.
 
Building characters by points tend to end up with mini-maxed archtypes. I like a character that takes a little thought to play, like an actor playing against type. That's why I play CT: just like the Universe, sometimes the game hands you lemons and you have to make your own sugar.

Obviously, YMMV
 
Building characters by points tend to end up with mini-maxed archtypes. I like a character that takes a little thought to play, like an actor playing against type. That's why I play CT: just like the Universe, sometimes the game hands you lemons and you have to make your own sugar.

Obviously, YMMV
 
In my game characters are not mini-maxed. We got past that phase long ago while playing Champions. Building characters by points lets you play the character you envision, not some random character. In general this is much more appealing to players and keeps them interested. Let's face it, hardly anyone rolls up a straight character anyway. I can't remember the last time I played a game when anyone actually rolled legitimately. Many players just roll until they get a character they like, use extra dice (throw out the lowest), whine at the GM until they can raise some stat. the list goes on. Point based characters get rid of most of these issues. It's also fairer because everyone starts on an even footing.

Alaric
 
In my game characters are not mini-maxed. We got past that phase long ago while playing Champions. Building characters by points lets you play the character you envision, not some random character. In general this is much more appealing to players and keeps them interested. Let's face it, hardly anyone rolls up a straight character anyway. I can't remember the last time I played a game when anyone actually rolled legitimately. Many players just roll until they get a character they like, use extra dice (throw out the lowest), whine at the GM until they can raise some stat. the list goes on. Point based characters get rid of most of these issues. It's also fairer because everyone starts on an even footing.

Alaric
 
Alaric, it all depends on the players, the GM/referee and their preferred game style. Some like the semi-random Traveller feel, some prefer point based - agree on a system you feel comfortable with and stick with it.
 
Alaric, it all depends on the players, the GM/referee and their preferred game style. Some like the semi-random Traveller feel, some prefer point based - agree on a system you feel comfortable with and stick with it.
 
My current idea is leaning toward a simple and elegant modification of the Basic system (LBB1 and S4 - Citizens of the Imperium); aside from changing the result of a failed Survival roll (injury and retirement instead of death), I'd like to increase the skill selection and the amount of skills given to a character. The options I'm now considering are Sig Oddra's "special duty roll" (could you please elaborate it to me?) and Jame's "roll once per year instead of once per four years"; I'll be considering both.

Ofcourse, some changes will still be done to the tables to account for a modernized skill set. There is also the possibility of more cascading.
 
My current idea is leaning toward a simple and elegant modification of the Basic system (LBB1 and S4 - Citizens of the Imperium); aside from changing the result of a failed Survival roll (injury and retirement instead of death), I'd like to increase the skill selection and the amount of skills given to a character. The options I'm now considering are Sig Oddra's "special duty roll" (could you please elaborate it to me?) and Jame's "roll once per year instead of once per four years"; I'll be considering both.

Ofcourse, some changes will still be done to the tables to account for a modernized skill set. There is also the possibility of more cascading.
 
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.
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+

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.
 
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.
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+

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.
 
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