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Traveller 5

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jeff37923:

--- Quote from: Tod13 on September 19, 2022, 09:19:00 AM ---
--- Quote from: Shawn Driscoll on September 19, 2022, 12:49:39 AM ---
--- Quote from: Tod13 on September 18, 2022, 08:38:00 PM ---It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)

--- End quote ---
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

--- End quote ---

Assuming you are being serious...

It isn't that the math is difficult but that there is a lot of it, which slows things down. A lot at times. And compared to our homebrew which is opposed rolls of a single die on each side (using different sized die) with the larger number winning, most things are math heavy.

And much of the modifications can't be pre-calculated, unless you have a huge table in your electronic character (spread)sheet.

To make a combat roll, off the top of my head you have

add/minus for skill or lack thereof
add/minus for attribute or lack thereof
add/minus for range
add/minus for conditions (may be multiple)
add for aiming
minus for having dodged earlier (may be multiple)
minus for cover (or for concealment)
minus for parry in melee
add/minus for leadership

--- End quote ---

Classic Traveller space combat and world-building would have bent you over and done you in the ass if you think that is a lot of math.

Tod13:

--- Quote from: jeff37923 on September 19, 2022, 11:11:16 AM ---
--- Quote from: Tod13 on September 19, 2022, 09:19:00 AM ---
--- Quote from: Shawn Driscoll on September 19, 2022, 12:49:39 AM ---
--- Quote from: Tod13 on September 18, 2022, 08:38:00 PM ---It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)

--- End quote ---
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

--- End quote ---

Assuming you are being serious...

It isn't that the math is difficult but that there is a lot of it, which slows things down. A lot at times. And compared to our homebrew which is opposed rolls of a single die on each side (using different sized die) with the larger number winning, most things are math heavy.

And much of the modifications can't be pre-calculated, unless you have a huge table in your electronic character (spread)sheet.

To make a combat roll, off the top of my head you have

add/minus for skill or lack thereof
add/minus for attribute or lack thereof
add/minus for range
add/minus for conditions (may be multiple)
add for aiming
minus for having dodged earlier (may be multiple)
minus for cover (or for concealment)
minus for parry in melee
add/minus for leadership

--- End quote ---

Classic Traveller space combat and world-building would have bent you over and done you in the ass if you think that is a lot of math.

--- End quote ---

Off-line math is fine. And I just write programs to handle that if needed.

And I always describe Classic Traveller (Traveller in general for that matter) as "slow and clunky, but fun".

Shawn Driscoll:

--- Quote from: Tod13 on September 19, 2022, 09:19:00 AM ---
--- Quote from: Shawn Driscoll on September 19, 2022, 12:49:39 AM ---
--- Quote from: Tod13 on September 18, 2022, 08:38:00 PM ---It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)

--- End quote ---
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

--- End quote ---

Assuming you are being serious...

It isn't that the math is difficult but that there is a lot of it, which slows things down. A lot at times. And compared to our homebrew which is opposed rolls of a single die on each side (using different sized die) with the larger number winning, most things are math heavy.

And much of the modifications can't be pre-calculated, unless you have a huge table in your electronic character (spread)sheet.

To make a combat roll, off the top of my head you have

add/minus for skill or lack thereof
add/minus for attribute or lack thereof
add/minus for range
add/minus for conditions (may be multiple)
add for aiming
minus for having dodged earlier (may be multiple)
minus for cover (or for concealment)
minus for parry in melee
add/minus for leadership

--- End quote ---
Why are you using Traveller for a wargame?

Tod13:

--- Quote from: Shawn Driscoll on September 19, 2022, 03:36:10 PM ---
--- Quote from: Tod13 on September 19, 2022, 09:19:00 AM ---
--- Quote from: Shawn Driscoll on September 19, 2022, 12:49:39 AM ---
--- Quote from: Tod13 on September 18, 2022, 08:38:00 PM ---It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)

--- End quote ---
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

--- End quote ---

Assuming you are being serious...

It isn't that the math is difficult but that there is a lot of it, which slows things down. A lot at times. And compared to our homebrew which is opposed rolls of a single die on each side (using different sized die) with the larger number winning, most things are math heavy.

And much of the modifications can't be pre-calculated, unless you have a huge table in your electronic character (spread)sheet.

To make a combat roll, off the top of my head you have

add/minus for skill or lack thereof
add/minus for attribute or lack thereof
add/minus for range
add/minus for conditions (may be multiple)
add for aiming
minus for having dodged earlier (may be multiple)
minus for cover (or for concealment)
minus for parry in melee
add/minus for leadership

--- End quote ---
Why are you using Traveller for a wargame?

--- End quote ---
That's what the rulebook has in it. It ain't me.

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