Supplement Four
SOC-14 5K
I've been making some rule changes to my (almost a year long!) campaign I've been runing, and I've been toying with some thoughts on Experience and Character Improvement (see the other, older, threads on this).
The problem is that the CT rule system doesn't do "character improvement" well. If you start upping skill levels, the characters become much too powerful way to quick. A GM interested in a balanced game (non-munkin-ized) should rarely allow characters to improve stats and skills (just check out the "official" CT experience rules where it takes 8 freaking game years to permanently improve a skill!).
On the other hand, improving one's character is fun! Say what you will about the d20 system (I'm not a big fan of that system), but one of the things it has going for it is that characters are constantly improving, gaining levels and abilities--something that players really like. Building their characters.
In Classic Traveller, a GM has to rely on rewarding characters with nifty pieces of equipment (rather than, as in D&D, characters are rewarded with nifty pieces of equipment AND improved abilities).
One idea I've been working on--in order to bring some sort of character building to Classic Traveller without creating uber powerful characters and keeping the "realistic" CT feel--is to add something to characters called Talents .
Talents are special abilities a character can have--grow into--earn through role playing. Talents are not skills--typically, they're beneficial modifiers for specific circumstances (which keeps the game balanced).
An example of what I would call a Talent is the Vargr ability to sprint. This is faster movement granted to the Vargr character with some limitations.
What I'm aiming to do, with this Talent-idea, is bring other character benefit to the game--benefits that are not already in the game. This way, a player can build his character, from time to time, by gaining these Talents , and still, the game will not be unbalanced because we're not really upping a character's skill level--just his ability in certain, specific areas.
An example of a Talent , taken from the old Fallout computer RPG is that of Bruiser .
A character with the Bruiser talent is a little slower, but a little bigger than your average joe. He won't hit as often, but when he does hit, he does more damage.
So, in Classic Traveller terms, a character with the Bruiser talent would receive a -1DM on his Brawling or Melee Weapon combat attacks, but, when he hits, he gets a +1 to damage. This is appropriate to bare-hand or melee weapon attacks only. Ranged weapons wouldn't be effected by this Talent.
You get the idea--which is: Come up with a list of things (Talents) that CT players can use to improve their characters...and add more "character" to them...without unbalancing the game.
Things like better night vision, faster healing rate, extra movement, extra load....different things that a character can learn during his adventures. All of this designed to improve the character without unbalancing the game by increasing skill levels or adding new skills to a character.
Creative GMs and players would create new talents based on happenings in their game.
For instance, if a player has done a spectacular job of role playing encounters with merchants on the different planets the ship travels to...maybe it's one of those funny things that always happen in a good rpg session...then maybe the GM and the player can put their head together so that, when it comes time for the character to improve with a new Talent, the talent is something like a +1DM when bargaining with merchants.
Note that this can be considered a limited form of the Broker, Carousing, or Streewise skills. Those full skills can be used in a variety of situations. This Talent can be used only in a specific situation.
And, another idea for Talents is the ability to combine skills.
For example, Combat Rifleman includes a number of skills all under one umbrella. A character skilled with Combat Rifleman is skilled equally with the Rifle, Carbine, Assault Rifle, ACR, and Gauss Rifle. Combat Rifleman effectively combines all these five skills into one skill.
Then, you have the Pistol skill from Book 4. Pistol skill combines both revolvers and autopistols, whereas the Handgun skill from Book 5 combines those two skills plus body pistols AND snub pistols.
Talents could be used to improve a character by combining skills this way. Maybe a character has AutoPistol-1. The first time he gets an opportunity for a Talent, the character will trade in his AutoPistol-1 skill for the Pistol-1 skill from Book 4 (AutoPistol designates expertise with just the autopistol whereas the Book 4 pistol skill designates expertise with both the autopistol and revolver). Then, when a second Talent is earned, the Pistol skill can be upgraded, yet again, for the Handgun skill from Book 5...so that now the character, who used to have AutoPistol-1, now has Handgun -1, giving him expertise in revolvers, autopistols, body pistols, and snub pistols.
A character who has been using Vacc Suit skill to govern his use of Battle Dress during the game may increase, or add the Battle Dress skill (instead of Vacc Suit) to his character sheet, through the use of Talents.
I haven't quite worked out when and how a character can be improved through the use of Talents, but you get the idea...
...Talents are a way of character building without unbalancing a Classic Traveller game with hordes of skill level improvements.
Talents are specific benefits that characters have earned applicable to specific situations--situations much more narrow than a typical broad CT skill.
The problem is that the CT rule system doesn't do "character improvement" well. If you start upping skill levels, the characters become much too powerful way to quick. A GM interested in a balanced game (non-munkin-ized) should rarely allow characters to improve stats and skills (just check out the "official" CT experience rules where it takes 8 freaking game years to permanently improve a skill!).
On the other hand, improving one's character is fun! Say what you will about the d20 system (I'm not a big fan of that system), but one of the things it has going for it is that characters are constantly improving, gaining levels and abilities--something that players really like. Building their characters.
In Classic Traveller, a GM has to rely on rewarding characters with nifty pieces of equipment (rather than, as in D&D, characters are rewarded with nifty pieces of equipment AND improved abilities).
One idea I've been working on--in order to bring some sort of character building to Classic Traveller without creating uber powerful characters and keeping the "realistic" CT feel--is to add something to characters called Talents .
Talents are special abilities a character can have--grow into--earn through role playing. Talents are not skills--typically, they're beneficial modifiers for specific circumstances (which keeps the game balanced).
An example of what I would call a Talent is the Vargr ability to sprint. This is faster movement granted to the Vargr character with some limitations.
What I'm aiming to do, with this Talent-idea, is bring other character benefit to the game--benefits that are not already in the game. This way, a player can build his character, from time to time, by gaining these Talents , and still, the game will not be unbalanced because we're not really upping a character's skill level--just his ability in certain, specific areas.
An example of a Talent , taken from the old Fallout computer RPG is that of Bruiser .
A character with the Bruiser talent is a little slower, but a little bigger than your average joe. He won't hit as often, but when he does hit, he does more damage.
So, in Classic Traveller terms, a character with the Bruiser talent would receive a -1DM on his Brawling or Melee Weapon combat attacks, but, when he hits, he gets a +1 to damage. This is appropriate to bare-hand or melee weapon attacks only. Ranged weapons wouldn't be effected by this Talent.
You get the idea--which is: Come up with a list of things (Talents) that CT players can use to improve their characters...and add more "character" to them...without unbalancing the game.
Things like better night vision, faster healing rate, extra movement, extra load....different things that a character can learn during his adventures. All of this designed to improve the character without unbalancing the game by increasing skill levels or adding new skills to a character.
Creative GMs and players would create new talents based on happenings in their game.
For instance, if a player has done a spectacular job of role playing encounters with merchants on the different planets the ship travels to...maybe it's one of those funny things that always happen in a good rpg session...then maybe the GM and the player can put their head together so that, when it comes time for the character to improve with a new Talent, the talent is something like a +1DM when bargaining with merchants.
Note that this can be considered a limited form of the Broker, Carousing, or Streewise skills. Those full skills can be used in a variety of situations. This Talent can be used only in a specific situation.
And, another idea for Talents is the ability to combine skills.
For example, Combat Rifleman includes a number of skills all under one umbrella. A character skilled with Combat Rifleman is skilled equally with the Rifle, Carbine, Assault Rifle, ACR, and Gauss Rifle. Combat Rifleman effectively combines all these five skills into one skill.
Then, you have the Pistol skill from Book 4. Pistol skill combines both revolvers and autopistols, whereas the Handgun skill from Book 5 combines those two skills plus body pistols AND snub pistols.
Talents could be used to improve a character by combining skills this way. Maybe a character has AutoPistol-1. The first time he gets an opportunity for a Talent, the character will trade in his AutoPistol-1 skill for the Pistol-1 skill from Book 4 (AutoPistol designates expertise with just the autopistol whereas the Book 4 pistol skill designates expertise with both the autopistol and revolver). Then, when a second Talent is earned, the Pistol skill can be upgraded, yet again, for the Handgun skill from Book 5...so that now the character, who used to have AutoPistol-1, now has Handgun -1, giving him expertise in revolvers, autopistols, body pistols, and snub pistols.
A character who has been using Vacc Suit skill to govern his use of Battle Dress during the game may increase, or add the Battle Dress skill (instead of Vacc Suit) to his character sheet, through the use of Talents.
I haven't quite worked out when and how a character can be improved through the use of Talents, but you get the idea...
...Talents are a way of character building without unbalancing a Classic Traveller game with hordes of skill level improvements.
Talents are specific benefits that characters have earned applicable to specific situations--situations much more narrow than a typical broad CT skill.