I did.You left out several levels...
On-the-fly difficulties are easier just to do the 3 I posted.
Adding in Modifiers, then you want to go the full range.
But just for quick difficulties, you can just use the 3.
I did.You left out several levels...
I was once one of those. Then I played in a convention tournament with a pre-generated PC. realized that I had been maximizing the character abilities without focusing on the 'Character' to roll play. After that it became less about trying to get every ability you can and have a character that was fun to play.The worst pointmongers I've ever encountered were fans of Champions 3 and DI. The Goodman Says sidebars made many champions players VERY point-mongerish. And most of the people I know who used DI (myself included) used Champions prior.
Champions always called out how to min-max so that the distance twixt rules-raping point-whores and more normal players had less difference. It also weeded out the "just print the price list for me" types
Many GURPS players go deep into the math, too... but until very late in 3rd, there was a huge break in the fanbase between "buy only the atts which are character appropriate" and "If the skills are more expensive than the attribute, up the attribute," min-max.
Diaspora is a Fate-based love letter to Traveller. It also works great as a replacement for the Traveller engine.
We played a FATE -based Traveller campaign with the same main chars for over 4 years. We didn't know about Diaspora, so the DM basically hand-cobbled FATE stats for Traveller things together. FATE is kind of opposite Traveller in that there is no gritty realism, it's all about drama and storytelling, so our genre-savvy group rode it kind of hard. After over 4 years, we all said the PCs were way too powerful for the game to work.Only if you like fate. Which many don't. At least it covers heat...
Diaspora puts a good bit of grit into Fate. Especially ships.We played a FATE -based Traveller campaign with the same main chars for over 4 years. We didn't know about Diaspora, so the DM basically hand-cobbled FATE stats for Traveller things together. FATE is kind of opposite Traveller in that there is no gritty realism, it's all about drama and storytelling, so our genre-savvy group rode it kind of hard. After over 4 years, we all said the PCs were way too powerful for the game to work.
We could have used that badly. Our cobbled together system was OK at the character scale. At the ship level, it didn't feel quite right, though I guess I haven't played enough actual CT to get a feel for how it should play. On later analysis, it was actually a bit more dangerous than CT for player-scale ships, so I guess it was good we didn't fight in them very often.Diaspora puts a good bit of grit into Fate. Especially ships.
Just remember, no two 2d20 games have the same array of attributes, skills, and momentum spends.I am tempted to give a 2d20 version a go, so far I have looked at characteristics and skills.
I like Silhouette; I ran HG 2e... for a oneshot. I like it... but the lore is so good I'd feel guilty porting other lore in...I went to Silhouette (Heavy Gear/Jovian Chronicles) and haven't looked back.
I know, I have them all and the SRD.Just remember, no two 2d20 games have the same array of attributes, skills, and momentum spends.