From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Neon Sun
Sent: Monday, October 09, 2000 5:44 PM
To: [EMAIL PROTECTED]
Subject: RE: ooooo... traveller... (was: [ogf-d20-l] Everything old is
new again department...)
<< It seems to me, the trick to doing a traveller d20 conversion justice is
to
add a step after initial character generation. Every roles up a 1st
character, using the traveller races, and the traveller occupations as
classes, just as in any d20 system game.
Then, introduce an optional step, after char-gen is complete, where the
player may choose to participate in a traveller type career simulation,
where levels, skills, feats, money and gear may be aqcuired, at the cost of
added aging and possible loss of rank or status, and possible permanent
wounds or even death. The fine tuning of such a system might be a bit
tricky, but could easily give a d20 game the traveller feel while, afaik,
not violating the d20 license, because you wouldn't be discussing how to
_create_ a character, but merely an optional system for advancing the
character once it is created. >>
Exactly! And this would even address Clark's "no advancement after
generation" concerns (which is definitely the common situation for
Traveller). If the charts make no effort to award more experience to higher
level characters, eventually the simple powers of two growth in experience
per level will make most characters top out. Advancement can be further
slowed if challenge ratings are similarly scaled low, maybe even changing
the basic formula for experience as a function of CR. Maybe even throw out
experience altogether. This wouldn't please a lot of people; but Traveller
characters were notoriously static or nearly so when it came to new
abilities and skills.
Martin L. Shoemaker
Emerald Software, Inc. -- Custom Software and UML Training
[EMAIL PROTECTED]
www.EmeraldSoftwareInc.com
www.UMLBootCamp.com