Tue 12 Jan 2021, 00:14
Made an account to comment on some of the ideas that were being thrown around earlier in the thread and give my input as a GM who hasn't played any previous T2K editions but has since gone back and looked over them now that 4E has grabbed my interest. Just a few random things that stuck out to me/some thoughts in terms of my own personal homebrew since I do like the alpha, it will probably just need some collaborative tweaking from the community since I'm not entirely positive the devs can/want to change much of the core concept around so late in development.
- I love lifepath style generation in games and was excited to check out the 4E alpha rules regarding it, and while it's functional, I agree with other posters regarding not enough options for civilian characters and would probably also say military options are pretty lacking too. I know you can't have the wealth of options a system like T2K 2E can have in terms of the dozens of specific arms you can be under within the service, but it just seems odd that there isn't much more to distinguish one character who went straight into the military from another unless they went officer right from the get-go.
- I think aging needs to be reworked like others have mentioned. Aging 1d6 can feel a bit wacky sometimes and feels like it's taking a decent amount of control away from the player due to luck, especially if you get unlucky with aging dice after your first term. The first character I generated went combat arms, apparently spent six years in it, and had nothing really to show except basic competency in two skills of his choice or being decent at one skill (having failed the promotion check.) I get how I can probably assume in my head that maybe he's just a six year Specialist (which is totally plausible mind you, at least in my experience in the Army) and derive some character backstory from that, but it's not really given in an entertaining way that makes me feel like I'm starting to get a feel for the post-nuclear survivor I'll be playing as. I rolled up a character in 2.2E and while it's like comparing apples and oranges in terms of scope and purpose, I feel like the way it handles life-term development and aging RAW seems like it could provide some inspiration. Start at age 17, every life path is 4 years, then at age 33 you begin to roll for stat loss only for the stats the correspond to that age range. So 33-37 you would have to roll for AGL loss at the end of your term, 37-45 is rolling against STR/AGL, and then every subsequent 4 year term after 45 being rolling against STR/AGL/INT. Probably wouldn't homebrew aging as being THAT harsh translating into 4E rules, but I may mess around with it and see how I like it in practice compared to the alpha rules.
- More skills! Seriously, three skills per stat is not enough. I understand not wanting the old-school RPG style of having like, a bajillion different skills with five different cascading skills for the different types of Animal Husbandry a character can learn about, but there just doesn't seem like there would be much separating characters who excel in the same stats save for specialties (which I think are good mind you, I just don't think they should be the main things differentiating character types mechanically.) I imagine they're not going to be changed/expanded too much, but I think there's room for homebrew potential without getting too crazy. With some tweaks to the lifepath system and how skills are distributed per life-term, I think adding more skills per-stat could be reasonably done with the real work only being splitting up the pre-existing specialties to their new respective skills/creating more for the players to choose from in general along with balancing how many skills a character gains during generation.
- Mentioning skills, I think more ways to get secondary/hobby skills would be nice. I appreciate that the developers added a Childhood Background table for a free skill/specialty, but the game definitely needs more stuff like that. Make it so if two players roll up Army SoF infantry dudes, they have the opportunity to specialize in things that they're more interested in or fit better for the concept they have in mind. 2.2E has a secondary activities mechanic during lifepath generation to acknowledge hobby time/downtime during a four year term that let you get a passive increase to certain skills/stats for free to further flesh out your character a little bit (Going to night school for an EDU buff, target shooting, first-aid classes, etcetera.) Maybe let players roll on a secondary skill chart for hobbies against the relevant stat per life-term and give an advance if X amount of successes are made, with X increasing the more you invest into the skill itself?