tbeard1999
SOC-14 1K
Just read through version 1.0 of the playtest rules and was underwhelmed. Comments:
1. Random character generation is adequate, though no particular improvement over book 1 in my opinion. The survival probabilities in particular seem poorly considered. For instance, a Marine character who chooses Ground Assault as his specialty will survive on an 8+. This gives him a 7% chance of making it through 4 terms. A Marine in Support, OTOH, survives on a 4+, which gives him a 77% chance of making it through 4 terms. The problem is that both specialties offer essentially the same set of skills! The Ground Assault Marine can access Battle Dress and Flyer while the support Marine can access Comms, Drive and Mechanic. So a prudent player who wants to maximize his skills would choose Support over Ground Assault. Understand, I have no problem with Ground Assault being risky per se. Rather, I object to the fact that the higher risk translates into no significant benefit. I'm also not enthusiastic about a system that encourages multiple careers among player characters. I don't mind the option being there, but I hate the idea of encouraging it.
2. The skills list seems about right, size-wise.
3. Kudos to someone for figuring out that the 2d6 system will not support as many modifiers as previous versions of Traveller have had.
4. The TTSF (Traveller Task System Fetish [tm]) continues unabated. I find the Effect and Time dice to be especially annoying. To its credit, Mongoose gives us a simple binary "roll 8+ on 2d to succeed" system that will handle the vast majority of game issues. Unfortunately, the combat system requires use of the advanced system.
5. The combat sequence of play manages to combine the fussiness and pointless detail of GURPS-like systems with the vagueness and lack of substance of abstract combat systems. While I suppose I could design a less satisfying system, I would have to try pretty hard. Ick. Can't evaluate the damage system until stats for guns and armor are produced.
6. The point based character generation system is unsatisfactory but could be fixed pretty easily. Characters buy skills and attributes from the same points pool. The problem is that the attribute task roll modifiers are pretty coarse. So there's little reason to (say) take an INT of 8 rather than 6 -- the modifier is the same. This allows munchkinism to run rampant. In fact, just to exploit the system, I created a 40 point (4 term) character with a UPP of 777333. He has 17 skill levels and 6 skills at level 0. Jack of all trades costs the same as any other skill, so he has Level 3 in JoT of course. So he's dumb as a bucket of rocks and has a 3rd grade education, but is an amazing surgeon (Medic-5) and Engineer (Engineering-5). The fix is simple -- require (say) at least 40% points to be applied to attributes and 40% to skills or somesuch. And make JoT unavailable (or very expensive) for point-generated characters. Even better, completely separate attributes and skills.
I realize that this is a playtest document. But there are serious systemic flaws that should have been noticed IMHO before the playtest doc was created. The failure to do so does not fill me with confidence...
1. Random character generation is adequate, though no particular improvement over book 1 in my opinion. The survival probabilities in particular seem poorly considered. For instance, a Marine character who chooses Ground Assault as his specialty will survive on an 8+. This gives him a 7% chance of making it through 4 terms. A Marine in Support, OTOH, survives on a 4+, which gives him a 77% chance of making it through 4 terms. The problem is that both specialties offer essentially the same set of skills! The Ground Assault Marine can access Battle Dress and Flyer while the support Marine can access Comms, Drive and Mechanic. So a prudent player who wants to maximize his skills would choose Support over Ground Assault. Understand, I have no problem with Ground Assault being risky per se. Rather, I object to the fact that the higher risk translates into no significant benefit. I'm also not enthusiastic about a system that encourages multiple careers among player characters. I don't mind the option being there, but I hate the idea of encouraging it.
2. The skills list seems about right, size-wise.
3. Kudos to someone for figuring out that the 2d6 system will not support as many modifiers as previous versions of Traveller have had.
4. The TTSF (Traveller Task System Fetish [tm]) continues unabated. I find the Effect and Time dice to be especially annoying. To its credit, Mongoose gives us a simple binary "roll 8+ on 2d to succeed" system that will handle the vast majority of game issues. Unfortunately, the combat system requires use of the advanced system.
5. The combat sequence of play manages to combine the fussiness and pointless detail of GURPS-like systems with the vagueness and lack of substance of abstract combat systems. While I suppose I could design a less satisfying system, I would have to try pretty hard. Ick. Can't evaluate the damage system until stats for guns and armor are produced.
6. The point based character generation system is unsatisfactory but could be fixed pretty easily. Characters buy skills and attributes from the same points pool. The problem is that the attribute task roll modifiers are pretty coarse. So there's little reason to (say) take an INT of 8 rather than 6 -- the modifier is the same. This allows munchkinism to run rampant. In fact, just to exploit the system, I created a 40 point (4 term) character with a UPP of 777333. He has 17 skill levels and 6 skills at level 0. Jack of all trades costs the same as any other skill, so he has Level 3 in JoT of course. So he's dumb as a bucket of rocks and has a 3rd grade education, but is an amazing surgeon (Medic-5) and Engineer (Engineering-5). The fix is simple -- require (say) at least 40% points to be applied to attributes and 40% to skills or somesuch. And make JoT unavailable (or very expensive) for point-generated characters. Even better, completely separate attributes and skills.
I realize that this is a playtest document. But there are serious systemic flaws that should have been noticed IMHO before the playtest doc was created. The failure to do so does not fill me with confidence...