Originally posted by Baron Saarthuran von Gushiddan:
Perhaps it is clean, after adjusting for all the errata... the vehicles and ships system is as clean and clear as a pile of bricks, IMO.
First, let me say that there isn't too much errata for chargen, except maybe for Merchants who were really bungled up (and COACC was AWFUL and I still don't have errata that explains how to fix it).
Ships and such, yeah. But who cares?
The game gave you lots of neat ships, add on products gave me deck plans, what more did I need?
People who worry about a transposed decimal in gearhead stuff make me wonder if they're playing an RPG or are studying for a mechanical engineering or analytic accounting correspondence diploma.
As to the task system, when you need to assingn a UTP to everything short of wiping ones bum bum,
And how exactly different is that than CT?
In fact, from any game?
In any game, if you think a skill test is required, you'd better be able to describe the task being executed, what the negative effects might be, what the risk of negative effects is, how hard the task is, and what relevant characteristics apply.
That's not going to be any different under ANY system....
the point seems to be missed... how is that different from "Ok, Clem, you grab the rope, make a Dex throw at -2 to swing to the other side of the chasm" attaching goofy names to a task does not make it a smoother system...
And only a goofy ref would do this.
Even in the case you've off-the-cuffed above, you have to have some idea of the relative range of consequences if Clem blows the roll. And you've inherently assigned a difficulty by setting it at Dex-2. You've decided what assets apply (Dex, no skills) and that the task is fateful.
In other words:
To swing across the chasm, Routine, Dex. (Fateful).
Was that hard? Not by half. You'd already done the same work.
When I'm reffing, I don't need to write out a UTP for everything, I make them up as I go, very similarly to what you're talking about.
MT is no more complicated than CT, just MORE CONSISTENT.
one of the many reasons why I jumped in a low berth and shut the lid after buying that mess... to awake many years later to T20, and CT reprints...
You really should have had a medic around at the awakening though
Still, it does have its merits, Its a great resource, even tho I personally detest the Rebellion, and all it has "accomplished" for the game...
It accomplished a lot, and it brought a lot of unforseen and unfortunate side effects. I'm not going to say it didn't open a nasty box, but it did wake up a very staid game and open up a whole new realm of political and espionage adventuring largely ignored previously. Some groups enjoy that - mine sure did.
The MT Chargen isn't THAT more advanced than in CT, the skills are the same, basically, and it flows along lines that Mercenary set down in the old days... far more important is what is done with the end result, the Character, as it should be...
Most people I find talking about "CT" really just mean books 1-3. Yes, MT expanded chargen was really only Mercenary, High Guard, Scouts, and Merchant Prince all rolled in. With a few fixes/add ons (surviving blown survival rolls, penalties for pultroonery, brownie points, better pre-career education options). And some skills were better thought out - the MT skills list is *much* better than CTs. (IMO, YMMV)