General RPG Rules DiscussionDiscuss the rules of any game except D&D or Pathfinder, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, d20 Modern, and the like.
Gamers Online Now: 1,279
216 members and 1,063 guests
Most users ever online was 4,029, 8th April 2009 at 05:04 PM.
This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite... [Read More]
Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of... [Read More]
Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against... [Read More]
The Plane Below: Secrets of the Elemental Chaos is a 4e D&D product describing some of the different planes in the 4e Cosmology. The book is a typical hard bound book that Wizards of the Coast... [Read More]
i like the equipment chapters, the starship creation stuff, the classes, the 2 new stats etc.
my 2 complaints so far are
1 I'd of prefered a defense bonus based on class, not a huge issue but that's what I'd of liked. And without magical armor/rings of protection etc a few levels in marines on a mid level character with a couple comabt feats and you just won't miss. Not as bad as paladiums you hit on a 5+, but still way too easy to hit.
2. I really wish they'd unsuckified their psionic system by now. Honestly how many editions has it sucked in. (and yes sucks is just my opinion others might adore it) to me its so bad it would of been better not to put it in. I hope they put out a decent system in a supplement or something. Now some of this may be setting based, though with the psionic human race(gov) whoose name I can never remember it wuld seem psionics are a semi important part of the setting and yet it still sucks.
__________________ This is what happens when you fork a stranger in the alps.
Originally posted by Shard O'Glase 1 I'd of prefered a defense bonus based on class, not a huge issue but that's what I'd of liked. And without magical armor/rings of protection etc a few levels in marines on a mid level character with a couple comabt feats and you just won't miss.
You could do that, but if you did, I'd reduce or eliminate the role of armor in AC and allow armor to affect stamina damage.
__________________ The Secret Volcano Base - My gaming blog, currently featuring Freeport & Fantasy Craft
like i said not a huge issue. I wouldn't know how to "fix" it since armor provides both DR and AC. If tagets were both hard to hit thanks to class defense bonuses and had DR fights could last for-ever. And unlike star wars its a type of setting where armor use is promoted to some degree, especially when you reach the really high TLs with cooler armor.(though I don't thik they went far enough armor tech wise)
__________________ This is what happens when you fork a stranger in the alps.
How does one determine what kind of Class Defense Bonus should they have and yet retain balance between all of the classes?
I don't mind stacking the armor's equipment bonus to Defense with Class Defense Bonus (a la d20 Modern) but I may considering reducing the T20 AR values slightly.
Then again, I'm kinda waiting for Wizards Legal to release VP/WP System as OGC already.
__________________ Anyhoo, just some random thoughts...
My philosophy is "you don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way." --Monte Cook
I see no problem with lower ACs in Trav. This is not DnD where you are going to be fighting toe to toe with the enemy. As soon as a firefight breaks out any traveller with an ounce of sense is going to grab as much cover bonus as he can get. Three quarters cover (+7 AC) makes up for a lot of missing magical bonuses.
On the subject of Psionics, I think some stuff (such as the prestige class) was cut at the last moment and will be covered in a future issue of Travellers' Aide. Check out the Citizens of the Imperium boards for more info : www.travellerrpg.com/CotI/
One nice thing about D20 is the more modular nature of the rules. If you hate psionics in T20 drop them out and use rules from 3E, Spycraft, D20 Modern, Coc D20. whatever fits better in your game.
Unrelated subject. Chondu is your picture dealy Jamer Coburn as Steiner from Sam Peckinpah's "Cross of Iron?"
__________________ I will practice my sunder...on kittens.
Originally posted by snak One nice thing about D20 is the more modular nature of the rules. If you hate psionics in T20 drop them out and use rules from 3E, Spycraft, D20 Modern, Coc D20. whatever fits better in your game.
I was thinking of doing just that. I considered just using the psionic classes for Shadowforce Archer. (N.B.: There are no psionic rules in Spycraft per se.)
That said, the only thing I really dislike about T20 psionics is that compared to the other psionic disciplines, Teleportation is WAY too easy for what it does.
__________________ The Secret Volcano Base - My gaming blog, currently featuring Freeport & Fantasy Craft
Originally posted by Psion
That said, the only thing I really dislike about T20 psionics is that compared to the other psionic disciplines, Teleportation is WAY too easy for what it does.
Perhaps. I think the power is limited by what your current Teleportation skill rank is at (which is also limited by your initial PSI score).
IOW, if your Teleportation skill rank is 5, no matter how high you rolled, you can only teleport yourself in your birthday suit. How far you can teleport is up to your current PSI that you can expend.
I just started reading that chapter. The impression I get is that this game uses low psionic but can be very powerful. The drawback at this time, without a psionic class (core and/or prestige), you can acquire and improve the spheres' ranks as cross-class skills.
Of course, good luck trying to get the Teleportation sphere. You need to roll to see what kind of psionic affinity toward the five spheres (Telepathy, Clairvoyance, Telekinesis, Awareness, and Teleportation).
__________________ Anyhoo, just some random thoughts...
My philosophy is "you don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way." --Monte Cook
I think you misunderstand me. It's not ease of resolution or chance of getting teleportation that concerns me. It's the cost to the character. Teleportation is easily the most powerful sphere of T20 psionics, but is cheaper than all other psionic spheres to master in terms of number of feats.
__________________ The Secret Volcano Base - My gaming blog, currently featuring Freeport & Fantasy Craft
Originally posted by Chondu On the subject of Psionics, I think some stuff (such as the prestige class) was cut at the last moment and will be covered in a future issue of Travellers' Aide. Check out the Citizens of the Imperium boards for more info : www.travellerrpg.com/CotI/
If they came out with a supplement I'd be happy, but travelers aide just wont help me. I'm either going to import another psionic system or just remove them from the game, I don't like the mechanics for geting psionics,improving psionics, or using psionics.
edit: That may have came out snotty or something. So just to clarify thaks for the suggestion it just doesn't fit my needs, I don't do the monthly mag type thing.
__________________ This is what happens when you fork a stranger in the alps.
Last edited by Shard O'Glase; 30th January 2003 at 07:27 PM..
QuickLink, the company that put out T20, is currently working on a Players Handbook which will cover psionic characters in more depth. This won't be a Traveller's Aid article or issue, but a full-fledged supplement.
I don't know what the scheduled release date is, though.
__________________ I’ll sing you a song of other times and places, And sights you may never see. I’ll sing you a song of other times and places, And things you may never, That you may never hear of again. Songs of Other Times and Places Story Hour
Originally posted by Psion
I think you misunderstand me. It's not ease of resolution or chance of getting teleportation that concerns me. It's the cost to the character. Teleportation is easily the most powerful sphere of T20 psionics, but is cheaper than all other psionic spheres to master in terms of number of feats.
Yeah, I know. It is just one talent. Of course, you'll have to excuse me but when I digest the gist of the rules, I am personally not comfortable spending feats for those talents.
Aside from my personal discomfort, I would suggest breaking the Teleport talents into five talent tree (Teleport I, Teleport II, etc.), the simplest being Teleport I the most powerful being Teleport V. Use the Teleportation table to determine minimum rank and benefit for each degree of Teleport.
__________________ Anyhoo, just some random thoughts...
My philosophy is "you don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way." --Monte Cook