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Traveller T20

Started by Zachary The First, May 13, 2007, 09:06:26 PM

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Casey777

I swapped out skills in the one-off bughunt game I ran. Replaced them with a loose version of the SIEGE Engine from Castles & Crusades to speed up chargen and play. Worked nice and fast.

T20 characters do seem to be underpowered compared to the d20 norm, with fewer skill points and hit points IIRC. I recall the weapons being slightly less deadly than say Star Wars d20. Haven't compared them with d20 Future's weapons.

Some people have replaced the psionics rules with various other options, including...Green Ronin's? The groups I've played T20 with have tended to houserule psionics more along the lines of TNE.

2320AD should have some conversion notes for that setting (which uses T20) to d20 Modern/Future.

Casey777

Quote from: Caesar SlaadStarship Combat is probably the best starship combat a D20 SF game has to offer. In combat, pretty much every party member with any starship skill can contribute. It's no longer a case of everybody else sitting back while the pilots and gunners engage in combat.
Very much agree with this. Combat engages the whole group and the book details this (and other aspects of ship life) nicely. There's a scale problem with meson guns at the high end of the game but ships that big either get handwaved in game or we break out a ship game.

Also, while trading can take a lot of dice rolls it seems more roleplay focused. There's an automated program for it somewhere.

Quote from: Caesar SlaadI also dig the Gateway to Destiny setting for it, and it has become my Traveller setting of choice.

Did not take advantage of post-CT world generation

In other words FOUR WHOLE SECTORS of adventure. Also includes a sample adventure and a detailed cluster of worlds (around the sector capitol). Up there with The Traveller Adventure and GURPS Traveller: Interstellar Wars.

Worlds have PBG and IIRC more trade classifications than Book 6 worldgen. Or are you referring more to the assumptions behind worldgen?

Forgot to mention: The GM Screen is very nice and includes a full cluster writeup and adventures (that used to be a free pdf and IMO still should be).  A cluster is nice since it's a bunch of worlds all near each other, eliminating the "my players just jumped to a planet I know nothing about" problem. Personal Weapons of Charted Space adds a lot of useful weapons for Travellers (including non-lethal types), accessories and how they're all used in the OTU. Could all be easily reused in other games.

Caesar Slaad

Quote from: Casey777In other words FOUR WHOLE SECTORS of adventure.



QuoteWorlds have PBG and IIRC more trade classifications than Book 6 worldgen. Or are you referring more to the assumptions behind worldgen?

Book 6 is still CT... that's pretty much the same data format they were using in Spinward Marches Campaign. I'm referring more to stuff that came along after CT, like of World Builder's Guide (yeah, I know they couldn't use it) and GT:First In.

Oxygen bearing worlds seem very common (which would imply that life is also), and some of the worlds generated under CT atmosphere and hydrographics are technically impossible (below a certain mass, worlds just won't have appreciable atmospheres.)

As part of a reparation to make GtD (and other CT-rolled worlds) make sense to me, I changed the meaning of the "size" digit in the UWP to a "mass" digit. Mass 8 = earth mass, so mass = Mass(Earth) / 8 * mass #. That about corrects the atmosphere inconsistency without reworking all the world data.
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J Arcane

Quote from: jeff37923The T20 book doesn't go into a lot of detail about the Official Traveller Universe, so it should suit nicely as a generic set of d20 SFRPG rules. Some fiddly bits may have to be added depending on what you want the universe to reflect for your game, but its a really modular system already so it is easy.

(Just as an aside, I downloaded the VRNet web enhancement for d20 Future from WotC and slapped that onto my T20 games and it works fine.)
The NWN modding community actually skipped D20 Modern entirely, and wound up adopting T20 as the default rules mod for moder/sci-fi.  It's been used for Firefly, Westerns, Shadowrun, zombie survival horror, and all sorts of things.
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RPGPundit

I think T20 is brilliant.  Its largely free of setting details (though it has EXTENSIVE rules for creating your own sectors and planets), making it the most useful D20 product ever for Hard Sci-fi roleplaying in a generic sense.  Its not tied to traveller, you can use it to run anything that falls under the "hard SF" classification.

It also proves the lie to the criticisms some people make of D20, that somehow the level system guarantees that characters will end up advancing too much in things their class shouldn't.. You can end up with a 20th level character with a ridiculously low Base Attack Bonus, for example. If that's what you want.

Its a great RPG book not just for Traveller fans but for ANYONE looking for a Hard SF rpg (the same way that Revised SW D20 is easily made into a great generic "space opera" RPG, between those two, its pretty well all you need to cover a huge spectrum of sci-fi interest).

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Casey777

Quote from: Caesar SlaadBook 6 is still CT... that's pretty much the same data format they were using in Spinward Marches Campaign. I'm referring more to stuff that came along after CT, like of World Builder's Guide (yeah, I know they couldn't use it) and GT:First In.

Ok, yes GtD's worlds do have a lot of the random :confused: moments similar to a lot of the CT published sectors. This includes stuff like tech levels too. For some that's part of the Traveller fun, figuring out all those :confused: , that drives others up and *over* the wall.  I can't recall how much room they had with UWPs.

FWIW 1248 did have some slight massaging done to UWPs, though 1248 was only mostly developed under QLI, and was published as systemless books by Avenger. One of the Stellar Reaches issues has a better Collapse procedure than the one that was published & another has guildelines for converting later worlds to the GtD era that might be helpful. I don't however know which Collapse version the published 1248 UWPs use & how much difference it made.

I seem to recall some threads on COTI (and SJG's forums) with ideas like yours on how to quickly "refresh" UWPs and eliminate some of the gross errors.

Caesar Slaad

Quote from: Casey777I seem to recall some threads on COTI (and SJG's forums) with ideas like yours on how to quickly "refresh" UWPs and eliminate some of the gross errors.

Might have been me. :) I remember batting a few of these issues about with Evil Dr. Ganymede/Malefant, who does astrophysics for a living. But I was pretty happy with the quick fix whereas he basically wanted to revamp everything, it seemed.

A thread typical of such discussions, and probably the one that made me came up with my "mass" thumbrule:
http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=5;t=000191#000000
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Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
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Planning: Some Cyberpunk thing, system TBD.