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Post by ffilz on Jul 18, 2017 8:31:25 GMT -5
OK I hand rolled until I got a Scout with a ship. (I tried the downloadable Java, but after 25 dead at 1st enlistment in a row for scouts I gave it up)Scout Rockie Kana 778882 Age 46Skills: Pilot-3, Gunnery-2, Jack-o-T-2, Vacc Suit-1, Navigation-2, Mechanical-1, Carbine-1, Computer-2, Shotgun-1 Benefits: CR8000/YR Retirement Pay, Carbine, Shotgun, Scout Ship, Low Psg, Low Psg Cash: CR100,000 Service History: Enlisted in Scouts Survived reenlisted for second term reenlisted for third term reenlisted for fourth term reenlisted for fifth term reenlisted for sixth term reenlisted for seventh term Mandatory retirement after seventh term I wish that the scouts gave you the option of a blade, but it doesn't. @ffliz I am cool with redoing any NPC's but is there a problem with Rockie Kana since as I noted I rolled her by hand? Ah, I had not noticed that in all the volume and trying to understand what all was going on... Did you roll survival for each term (if so that's impressive) and do aging? On the benefits, you already had the gun combat skills from service? If so, you might want to take just one weapon mustering out and use the other gun mustering out to get an additional +1 skill in that weapon. If you didn't get the gun combat from service, then you should still do the same (the gun benefit doesn't grant skill the first time you receive it). Also, Scouts don't get retirement pay.
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Post by ffilz on Jul 18, 2017 14:42:59 GMT -5
70 year old 13 (D) strength is highly unlikely. I'll roll you something up soon. Frank Ok, here are three barbarians, getting an old barbarian is not easy (6+ to reenlist...) A7B257 1-Term Rank-1 Barbarian Age 18, Sword-1, Equestrian-1, Mustering out: Low Passage (may be sold for 900 cr), High Passage (may be sold for 9000 cr) 95A87A 1-Term Rank-1 Barbarian Age 18, Sword-2, Mustering out: Sword (2nd mustering out roll was blade again, took an additional level) A67963 2-Term Rank-2 Barbarian Warrior Age 22, Sword-4, Equestrian-1, Streetwise-1, Mustering out: Sword (2nd and 3rd mustering out rolls were blade again, took an additional level) C94568 7-Term Rank-3 Barbarian Warrior Age 42, Sword-4, Gambling-2, Hunting-1, Equestrian-2, Brawling-3, Mustering Out: 6 x High Passage (may be sold for 9000 cr each), Sword (+2 skill) Amazingly the last character I rolled made it through 7 terms as a Barbarian, and then apparently worked his way through space collecting High Passage tickets as compensation... (for 9 mustering out rolls, I got 6 sixes and 3 threes...). He has a low Endurance (he never made an aging roll for Endurance, losing 3, he also lost 1 dexterity and 1 strength, but made +2 Strength a couple times on the skill tables). Oops, I missed that Barbarians start at age 14... I've fixed the above... The 7 term Barbarian benefited hugely from 1 less term of aging (the last set of aging rolls cost him 1 each Strength, Dexterity, and Endurance). That makes a 70 year old Barbarian from previous experience even less likely... You would need to make 7 boxcars re-enlistment rolls...
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Post by ffilz on Jul 18, 2017 15:20:23 GMT -5
Ok, just for yucks, here's a 70 year old barbarian...
Original stats 796CA6
14-Term Barbarian Chieftain (R6) 70 years old 641AA6 (aging was brutal, he got a bunch of stat bonuses, but also lost a lot) Sword-6, Dagger-4, Leader-3, Mechanical-1, Long Bow-1, Streetwise-1, Hunting-1, Sailing-1, Gambling-1 Benefits: 7 high passage (he made no cash rolls...), Sword (+3 skill noted above), Dagger (+4 skill noted above)
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Post by Mighty Darci on Jul 18, 2017 16:45:07 GMT -5
@ffliz I am cool with redoing any NPC's but is there a problem with Rockie Kana since as I noted I rolled her by hand? Ah, I had not noticed that in all the volume and trying to understand what all was going on... Did you roll survival for each term (if so that's impressive) and do aging? On the benefits, you already had the gun combat skills from service? If so, you might want to take just one weapon mustering out and use the other gun mustering out to get an additional +1 skill in that weapon. If you didn't get the gun combat from service, then you should still do the same (the gun benefit doesn't grant skill the first time you receive it). Also, Scouts don't get retirement pay. Thank you I will update it soon and yes I did the survival roll each term and did the aging. I see I missed a couple of other things too.
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Post by Richard on Jul 19, 2017 22:07:42 GMT -5
So . . . I have to trade in Suzuki for another Scout?
[Niggling Question: Why do Merchants get Bayonet skill? Who's teaching them to stab straw-filled dummies with a knife on the end of a rifle while screaming their lungs out?]
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Post by ffilz on Jul 20, 2017 8:16:47 GMT -5
So . . . I have to trade in Suzuki for another Scout? [Niggling Question: Why do Merchants get Bayonet skill? Who's teaching them to stab straw-filled dummies with a knife on the end of a rifle while screaming their lungs out?] I prefer you replace Suzuki, if you really prefer to keep him, the following fixes should be done: Suzuki has 19 skill levels, service should have granted him 15 (2 per term plus Pilot-1), it's possible to get some skills during mustering out. The program had some bugs (grant extra 1st term skill, blade and gun on mustering out grant skills immediately rather than grant a weapon for first benefit and grant levels for subsequent benefits of the same weapon). Bayonet-1 removed (that was granted by the generator granting blade skill on mustering out, when the rule is get a weapon, then on a subsequent blade benefit, increase skill in a weapon you were granted) SMG-2 reduced to SMG-1 (Suzuki got 2 gun benefits, so one actual SMG, and then +1 skill in it) One more skill needs to be dropped, I suggest reducing J-o-T to 3 (in theory J-o-T > 1 isn't actually useful so this is the least impact on the character besides being the highest skill level). Drop the retirement pay (Scouts don't get it). As to why a Merchant has Bayonet, well, the program just picks a random weapon with no logic (including ignoring advantageous/disadvantageous attributes). Beyond that, consider it part of the implied setting of Traveller. Why the heck would a Merchant be trained in bayonet??? With the generator, I recommend players look at the advantageous/disadvantageous attributes and potentially change their weapon choices. In any case, in addition to the cash, you get a blade weapon (at skill-0) and a gun weapon (at skill-1 - SMG is a good choice). Changing vehicle skill choices is also reasonable (in fact, Suzuki COULD have Air/Raft-4... the program doesn't count "Air/Raft" as a vehicle, so when getting the Vehicle cascade skill, it picks one of the Vehicle cascades...). The program uses the skill charts from The Traveller Book which are a mish-mash between the 1977 and 1981 tables. On top of that, there's various versions of the Vehicle cascade list. I'd actually suggest folks mostly stick to the 1977 vehicle skills (Air/Raft and ATV).
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Post by ffilz on Jul 20, 2017 8:20:08 GMT -5
Ah, I had not noticed that in all the volume and trying to understand what all was going on... Did you roll survival for each term (if so that's impressive) and do aging? On the benefits, you already had the gun combat skills from service? If so, you might want to take just one weapon mustering out and use the other gun mustering out to get an additional +1 skill in that weapon. If you didn't get the gun combat from service, then you should still do the same (the gun benefit doesn't grant skill the first time you receive it). Also, Scouts don't get retirement pay. Thank you I will update it soon and yes I did the survival roll each term and did the aging. I see I missed a couple of other things too. Ok, good. It looks like you got two gun benefits on mustering out. You should just take one weapon, and use the 2nd benefit to get +1 skill in that weapon. So either take a carbine and bump your carbine skill to 2 or take a shotgun with skill 1 (either are good choices).
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Post by ffilz on Jul 20, 2017 10:45:23 GMT -5
BTW, I'm going to try and set aside my frustration. Things kind of took off before we could have a conversation about what folks wanted to play and such. There are sort of two ways to play.
One is to roll up characters and see what you get and decide where to go from there. In this style, each player should roll up one or a few characters. The characters may or may not have a ship.
Another is to decide what type of campaign, and then decide how to get characters appropriate to that. So if we want a ship, do we each roll characters in turn until someone has a ship (and then everyone else picks from the characters they rolled so far), or do we roll a few characters each and the GM sets up with a ship, or a first adventure that will lead to a ship, or do we use the automated generator to roll however many characters it needs to to get a ship and then decide which player gets that PC, or do we have an NPC owned ship.
So yea, lots of ideas and ways to make it happen, but because of that, it's better to have a conversation before dice hit the table rather than after...
Frank
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Post by Mighty Darci on Jul 20, 2017 14:58:52 GMT -5
Scout Rockie Kana 778882 Age 46
Skills: Pilot-3, Gunnery-2, Jack-o-T-2, Vacc Suit-1, Navigation-2, Mechanical-1, Carbine-1, Computer-2, Shotgun-2 Benefits: Shotgun, Scout Ship, Low Psg, Low Psg Cash: CR100,000
Service History: Enlisted in Scouts Survived reenlisted for second term reenlisted for third term reenlisted for fourth term reenlisted for fifth term reenlisted for sixth term reenlisted for seventh term Mandatory retirement after seventh term
I wish that the scouts gave you the option of a blade, but it doesn't.
OK updated.
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Post by Mighty Darci on Jul 20, 2017 15:25:07 GMT -5
BTW, I'm going to try and set aside my frustration. Things kind of took off before we could have a conversation about what folks wanted to play and such. There are sort of two ways to play. One is to roll up characters and see what you get and decide where to go from there. In this style, each player should roll up one or a few characters. The characters may or may not have a ship. Another is to decide what type of campaign, and then decide how to get characters appropriate to that. So if we want a ship, do we each roll characters in turn until someone has a ship (and then everyone else picks from the characters they rolled so far), or do we roll a few characters each and the GM sets up with a ship, or a first adventure that will lead to a ship, or do we use the automated generator to roll however many characters it needs to to get a ship and then decide which player gets that PC, or do we have an NPC owned ship. So yea, lots of ideas and ways to make it happen, but because of that, it's better to have a conversation before dice hit the table rather than after... Frank Sorry to hear that you have been frustrated and that our enthusiasm got the cart before the horse as the saying goes. I am good with exploration and/or trade on one end and out right piracy in a well-armed fast ship on the other end.
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Post by Mighty Darci on Jul 20, 2017 16:23:21 GMT -5
Ok, I've done some work with the Classic Traveller Character Generator. The latest version I have modified is here: www.mindspring.com/~ffilz/Gaming/travellercharactergenerator.html?history=verboseThere are some URL options that can be used to tune and game the system if anyone really wants to play with using the generator (the history=verbose option I added as the first option above shows more of the generation history, which I like to see): &hunt=ship - will roll characters until it generates one with a ship &service=navy|marines|army|scouts|merchants|other - pick your preferred service &minscore=8888 - force preferred service (if your character fails to enlist, it will be drafted into the chosen service) &muster=split - split mustering out rolls between cash and material (gets a ship easier) &muster=ship - roll for material benefits until a ship has been acquired &maxcash=0|1|2 - make at most 0-2 cash rolls (the default mustering out algorithm takes the first 3 rolls as cash rolls) &personal=always - makes the personal development table available all the time (by default it's only used if Education is less than 8) &hunt=TAS - roll until you get Traveller's Aide Society &hunt=special - roll until you get a ship or Traveller's Aide Society &hunt=skill&skill=Computer&level=3 - roll until the character has Computer-3 (it won't work with skills with a space, this one is a bit buggy) This is awesome, I love being able to see the details. I have failed to get any of these options to work, how are you supposed to enter the option? BTW using the verbose option I generated 200 characters and not one was an other.
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Post by ffilz on Jul 20, 2017 16:30:21 GMT -5
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Post by Mighty Darci on Jul 20, 2017 16:34:32 GMT -5
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Post by ffilz on Jul 20, 2017 16:50:23 GMT -5
That doesn't guarantee an other, it just gives an initial preference to other, however, if any of the other 5 services have a better enlistment bonus for the particular character, they will be chosen, and even if a previous service has an equal enlistment bonus, it will still be given preference. You can set &minscore=4 which would score your service choice above any of the other services, and thus your characters will attempt to enlist in other, but if they fail, they would be drafted into a random service. &minscore=8888 overrides the choice as &minscore=4 does, PLUS it forces the draft roll to be for your chosen service. &minscore=9999 forces enlistment into your chosen service (if you are drafted, you do not roll for commission first term - which doesn't matter for Scouts or Other). Eventually I will add options to adjust scoring of enlistment bonus, survival bonus, commission bonus, promotion bonus, and re-enlistment, at which point the default will be the equivalent of: &enlistment=1&surival=0&commission=0&promotion=0&reenlist=0 (they will be multipliers). &minscore would still be able to be used. There will also be options so that Scouts and Other don't get dinged for not having commission and promotion. All of these will basically let you code some preference into what service your character goes into without ignoring that another service might be better for a given set of attributes. Frank
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Post by Jame Rowe on Jul 20, 2017 17:35:15 GMT -5
This is why I handrolled Tab.
I may hand roll an Other as my "backup" character, if ffilz allows.
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Post by ffilz on Jul 20, 2017 17:59:22 GMT -5
This is why I handrolled Tab. I may hand roll an Other as my "backup" character, if ffilz allows. Yea, that would be fine. Go ahead. And yea, hand rolling gives the most control. I do see a real advantage of the generator to roll up a scout or merchant with a ship though, and thanks to the hunt parameter, that can be done quickly now. It's also handy for those who don't have a copy of the rules. But for a play what you roll game, hand rolling is best. You at most will make a few attempts due to failed survival rolls.
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Post by Mighty Darci on Jul 20, 2017 21:43:06 GMT -5
Wow, other has a high death rate.
Potential "Other" NPC's
Oliver Satō 5534C9 Age 46 7 terms Cr30,000 Skills: Brawling-1, Bribery-2, Forgery-2, Gambling-1, Mechanical-1, Streetwise-1
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Voluntarily reenlisted for sixth term. Voluntarily reenlisted for seventh term. Mandatory retirement after seventh term.
Andrew Hernández 9154B9 Age 38
5 terms Cr40,000 Skills: Brawling-2, Bribery-1, Forgery-1, Gambling-1, Streetwise-1 Benefits: Rifle
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Manditory reenlistment for fourth term. Voluntarily reenlisted for fifth term. Retired after fifth term.
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Post by ffilz on Jul 21, 2017 17:56:26 GMT -5
I'm giving Other characters 2 skills per term, so you should roll an additional 6 skills for Oliver Sato and 4 skills for Andrew Hernandez.
It surprises me the number of 5+ term characters brought into play considering of all the recent roll by hands I've done I've got 1 5 term and 1 7 term character, most are 3-4 terms.
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Post by Mighty Darci on Jul 21, 2017 18:40:43 GMT -5
I'm giving Other characters 2 skills per term, so you should roll an additional 6 skills for Oliver Sato and 4 skills for Andrew Hernandez. It surprises me the number of 5+ term characters brought into play considering of all the recent roll by hands I've done I've got 1 5 term and 1 7 term character, most are 3-4 terms. The vast majority are just dead regardless of the number of turns.
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Post by Richard on Jul 22, 2017 18:28:47 GMT -5
Wow, other has a high death rate.
[snip] Andrew Hernández 9154B9
[snip]
Brawling-2 [Gotta be skill at headbutting . . .] [Definitely NOT low-tech manual forgery . . .] [Gotta be a whiz at bluffing, because this guy would be challenged just shuffling a deck . . .]
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Post by Richard on Jul 22, 2017 18:56:51 GMT -5
. . . considering of all the recent roll by hands I've done . . . Have you checked your dice? It could be that they're slightly-off kilter, particularly if they sat for any length of time in unconditioned storage. If they got too hot, they could have melted just a tad, giving them a bias.
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Post by Richard on Jul 22, 2017 20:13:27 GMT -5
Suzuki has 19 skill levels, service should have granted him 15 (2 per term plus Pilot-1), it's possible to get some skills during mustering out. We know that Suzuki could have gotten three of his skill levels - Bayonet-1 and SMG-2 - from the mustering out tables. I think he may have gotten one of his Navigation levels from the mustering out tables as well, as the odds are low that he rolled that particular result three different times on the Service Skills table. So the total skill levels aren't really all that out of line. But I'll grant you that he should have gotten the weapons first (and thus have them listed among his Benefits), rather than the skills. And you're quite right about levels of JoT above 1 having no official benefit according to the RAW. In consideration of the above [plus other portions of your comments], how about the following amended skill list for Suzuki? Air/Raft-2, ATV-2, Autopistol-1, Electronics-1, Gunnery-1, JoT-2, Mechanical-1, Navigation-3, Pilot-1, SMG-1, Vacc Suit-1. [Plus Blade-0, if we get to list 0-level skills.]
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Post by Richard on Jul 22, 2017 20:45:50 GMT -5
How about this for Suzuki's mini-SMG? About the size of a large autopistol, the Calico M950 fires .22 LR from a 100-round magazine . . . at 750 rpm!
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Post by ffilz on Jul 22, 2017 22:53:17 GMT -5
Suzuki has 19 skill levels, service should have granted him 15 (2 per term plus Pilot-1), it's possible to get some skills during mustering out. We know that Suzuki could have gotten three of his skill levels - Bayonet-1 and SMG-2 - from the mustering out tables. I think he may have gotten one of his Navigation levels from the mustering out tables as well, as the odds are low that he rolled that particular result three different times on the Service Skills table. So the total skill levels aren't really all that out of line. But I'll grant you that he should have gotten the weapons first (and thus have them listed among his Benefits), rather than the skills. And you're quite right about levels of JoT above 1 having no official benefit according to the RAW. In consideration of the above [plus other portions of your comments], how about the following amended skill list for Suzuki? Air/Raft-2, ATV-2, Autopistol-1, Electronics-1, Gunnery-1, JoT-2, Mechanical-1, Navigation-3, Pilot-1, SMG-1, Vacc Suit-1. [Plus Blade-0, if we get to list 0-level skills.] There's no way to get Navigation from mustering out, but it does appear on 2 tables (and J-o-T on 3 tables) for Scouts, so not surprising. Your fix above does what I suggested plus trades off one additional level of J-o-T for auto-pistol which is fine. The Vacc Suit in your gear list will cost 10kcr. You can get a TL-10 one from the Scouts. You also listed 2 SMGs in your equipment list, did you mean to have just one (when you got the 2nd Gun benefit, the typical choice is to take a skill level in the gun you were granted as opposed to a 2nd weapon)? Oh, and PCs get level-0 in all Book-1 weapons, you certainly can explicitly list the skill in any weapons you carry.
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Post by ffilz on Jul 22, 2017 22:56:25 GMT -5
How about this for Suzuki's mini-SMG? About the size of a large autopistol, the Calico M950 fires .22 LR from a 100-round magazine . . . at 750 rpm! I'm not adding additional weapons to the lists at this time, but that's fine for what your SMG looks like.
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Post by Mighty Darci on Jul 24, 2017 12:01:11 GMT -5
Wow, other has a high death rate.
[snip] Andrew Hernández 9154B9
[snip]
Brawling-2 [Gotta be skill at headbutting . . .] [Definitely NOT low-tech manual forgery . . .] [Gotta be a whiz at bluffing, because this guy would be challenged just shuffling a deck . . .] I completely missed that 1. BTW if you are really good at gambling, don't deal, always pass your turn. Makes me wish he had Gambling-5.
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Post by Mighty Darci on Jul 24, 2017 12:28:04 GMT -5
Wow, other has a high death rate.
Potential "Other" NPC's
Oliver Satō 5634C9 Age 46 7 terms Cr30,000 Skills: Brawling-1, Bribery-3, Forgery-3, Gambling-2, Mechanical-1, Streetwise-2 (added Bribery 2>3, added Dex 5>6, Added Gambling 1>2, Added Forgery 2>3, Added Dagger-1, Streetwise 1>2)
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Voluntarily reenlisted for sixth term. Voluntarily reenlisted for seventh term. Mandatory retirement after seventh term.
Andrew Hernández 9254B9 Age 38
5 terms Cr40,000 Skills: Brawling-2, Bribery-2, Forgery-3, Gambling-1, Streetwise-1 (Dex 1>2, Forgery 1>2, Forgery 2>3, Bribery 1>2) Benefits: Rifle
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Manditory reenlistment for fourth term. Voluntarily reenlisted for fifth term. Retired after fifth term. Updated the Skills (raised Dex on Andrew to a 2)
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Post by ffilz on Jul 24, 2017 12:32:52 GMT -5
Wow, other has a high death rate.
Potential "Other" NPC's
Oliver Satō 5634C9 Age 46 7 terms Cr30,000 Skills: Brawling-1, Bribery-3, Forgery-3, Gambling-2, Mechanical-1, Streetwise-2 (added Bribery 2>3, added Dex 5>6, Added Gambling 1>2, Added Forgery 2>3, Added Dagger-1, Streetwise 1>2)
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Voluntarily reenlisted for sixth term. Voluntarily reenlisted for seventh term. Mandatory retirement after seventh term.
Andrew Hernández 9254B9 Age 38
5 terms Cr40,000 Skills: Brawling-2, Bribery-2, Forgery-3, Gambling-1, Streetwise-1 (Dex 1>2, Forgery 1>2, Forgery 2>3, Bribery 1>2) Benefits: Rifle
Service History: Attempted to enlist in other service. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Manditory reenlistment for fourth term. Voluntarily reenlisted for fifth term. Retired after fifth term. Updated the Skills (raised Dex on Andrew to a 2) Nice skills additions... Hmm, how did Andrew come in with 40k cr mustering out?
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Post by Mighty Darci on Jul 24, 2017 12:43:36 GMT -5
NPC alternate to Andrew
Merchant 4th Officer Oliver Hoffmann A87782 Age 26
2 terms Cr90,000
Skills: Administration-2, Bribery-1, Cutlass-1
Service History: Rolled attributes: A87782 Attempted to enlist in Merchants. Enlistment roll 5 + 3 vs 7 Enlistment accepted. -------------------------------------------- Term 1 age 22 Commission roll 10 + 1 vs 4 Commissioned during first term of service as 4th Officer. Promotion roll 7 + 0 vs 10 Learned Administration-1 Learned Cutlass-1 Learned Bribery-1 Survival roll 5 + 2 vs 5 Reenlistment roll 7 vs 4 Voluntarily reenlisted for second term. -------------------------------------------- Term 2 age 26 Promotion roll 7 + 0 vs 10 Improved Administration-2 Survival roll 5 + 2 vs 5 Reenlistment roll 8 vs 4 Chose not to reenlist after second term. -------------------------------------------- Mustered Out 40,000 credits 40,000 credits 10,000 credits
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Post by Mighty Darci on Jul 24, 2017 12:50:39 GMT -5
Updated the Skills (raised Dex on Andrew to a 2) Nice skills additions... Hmm, how did Andrew come in with 40k cr mustering out? That is what the online generator -generated. But I want to replace Andrew with Oliver.
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