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Author Topic: Traveller 5  (Read 4374 times)

Anfelas

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Re: Traveller 5
« Reply #45 on: August 26, 2022, 09:19:58 AM »
Probably because it should say: 1d6 = easy

Aglondir

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Re: Traveller 5
« Reply #46 on: August 27, 2022, 12:40:45 AM »
Probably because it should say: 1d6 = easy
Yeah, I wrote that incorrectly. Should be 1d6 = easy.

Shawn Driscoll

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Re: Traveller 5
« Reply #47 on: September 18, 2022, 06:02:30 PM »
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.
What needs cleaning up in T1?

Shawn Driscoll

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Re: Traveller 5
« Reply #48 on: September 18, 2022, 06:13:37 PM »
Probably because it should say: 1d6 = easy
Yeah, I wrote that incorrectly. Should be 1d6 = easy.
Is it still terrible after the fix?

Tod13

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Re: Traveller 5
« Reply #49 on: September 18, 2022, 08:27:46 PM »
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.
What needs cleaning up in T1?

All the errata. The awkwardly placed explanations (not explained where they are used). The unclear explanations. The contradictory explanations.

I answered such, because all versions of Traveller need this to some extent or another.
« Last Edit: September 18, 2022, 08:30:16 PM by Tod13 »

Tod13

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Re: Traveller 5
« Reply #50 on: September 18, 2022, 08:38:00 PM »
Mongoose Traveller has D&D style stat bonuses, D&D style initiative, and skill packages that entirely invalidate the mechanical point of random character creation and had Judge Dredd's Lawgiver doing the same damage as a Hammer's Slammers power gun..  It's dead to me.  So, it's not just people who hate T4 and T5 who fan rage. ;)
Welcome to the "Nope. Was not impressed with the Mongoose Traveller" Club.  8)

At least in MgT2, skill packages are an optional feature -- they are there for people who don't like the random character generation. We like the random generation, but for quick play or people that don't like it, I understand providing rules for skill packages.

My wife and I are waiting to see how our group uses the stat style bonuses to skills. It sounds like "as long as you can present a reason why you should apply a stat bonus" you can do so. It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet) and makes characters more competent (or less if their stats are bad, I guess -- which could be good or bad or neither, depending on your point of view.)

David Johansen

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Re: Traveller 5
« Reply #51 on: September 18, 2022, 08:54:35 PM »
Admittedly I dislike stat bonuses in general and want every point to count.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Shawn Driscoll

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Re: Traveller 5
« Reply #52 on: September 19, 2022, 12:49:39 AM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

Tod13

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Re: Traveller 5
« Reply #53 on: September 19, 2022, 09:19:00 AM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

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


rhialto

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Re: Traveller 5
« Reply #54 on: September 19, 2022, 09:28:18 AM »
And all these years I thought it was just "T5", now I realize it's Traveller, raised to the power of 5... 8)

jeff37923

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Re: Traveller 5
« Reply #55 on: September 19, 2022, 11:11:16 AM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

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

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.
"Meh."

Tod13

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Re: Traveller 5
« Reply #56 on: September 19, 2022, 11:29:10 AM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

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

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.

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

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Re: Traveller 5
« Reply #57 on: September 19, 2022, 03:36:10 PM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

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
Why are you using Traveller for a wargame?

Tod13

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Re: Traveller 5
« Reply #58 on: September 19, 2022, 04:22:39 PM »
It adds more math to a math heavy system (bad, but not too bad with a good electronic character sheet)
I keep hearing about how Traveller has lots of math. What math problems are you using it for?

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
Why are you using Traveller for a wargame?
That's what the rulebook has in it. It ain't me.