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Traveller 5

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Aglondir:

--- Quote from: jeff37923 on August 15, 2022, 12:48:04 PM ---
--- Quote from: hedgehobbit on August 15, 2022, 12:22:32 PM ---
--- Quote from: Aglondir on August 15, 2022, 12:54:47 AM ---Core Concepts starts on page 120, which is basically task resolution. This is not an easy read. I think the task resolution basically works like this:

1. GM determines difficulty (1d6 = hard, 2d6 = normal, 3d6 = Hard)
2. Player rolls Xd6
3. Success if roll <= Att + Skill

--- End quote ---

Wow. That is an absolutely terrible resolution mechanic. I would have to work hard to make one that is worse.

--- End quote ---

The scary thing is that in one of the T5 versions is the mathematical proof of why it works. It is brilliant, but it is also the writing of Abdul Al-Hazred. I only lost a little sanity to that counter intuitive mess by washing my eyes with the Classic Traveller LBBs.

--- End quote ---

Jeff,

I think that may be in the appendix to Book 1. There are tables of the percentage distributions for 2d6 to 10d6.

One idea I like is the Flux, Good Flux, and Bad Flux mechanic. All of them use 2d6.


--- Quote from: T5 ---Flux. Roll one die, then a second die and subtract it from the first. This roll is the same as D-D, but renamed for easier identification. For less confusion, use a light colored die and a dark die; always subtract dark from light.

Good Flux. Roll two dice: subtract the smaller from the larger value (if both dice are equal, the result is zero). This roll produces a range from 0 to + 5.

Bad Flux. Roll two dice: subtract the larger from the smaller value (if both dice are equal, the result is zero). This roll produced a range from 0 to - 5
--- End quote ---

Not sure how I would use that, but it looks like it might have potential for something.

hedgehobbit:

--- Quote from: jeff37923 on August 15, 2022, 12:48:04 PM ---The scary thing is that in one of the T5 versions is the mathematical proof of why it works.
--- End quote ---

I'd like to see that. I'm sure the system works mathematically, but it utterly fails logistically. Having the DM tell the player how many dice to roll for every single action would seriously drag the game down. Especially when you're dealing with 10 or more characters on a side.


I 100% agree with Svenhelgrim that the best way to go would be a cleaned up of T1 with tons of extra [usable] campaign material.

Mishihari:
Can't comment on the game as a whole, but I can see the reason behind how the book is ordered.  How are you supposed to know what type of character to make until you understand the setting he will be operating in?  This is always a bit of a conundrum for me when writing a game - it seems like everything needs to be first,

HappyDaze:
I don't usually do Traveller, but when I do, it won't be this version.

Kyle Aaron:

--- Quote from: Mishihari on August 15, 2022, 08:52:16 PM ---How are you supposed to know what type of character to make until you understand the setting he will be operating in? 

--- End quote ---
You don't, you just roll it up.

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