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<blockquote data-quote="aramis erak" data-source="post: 8251323" data-attributes="member: 6779310"><p>Many games made signficant changes at edition. </p><p><em>Traveller</em>'s first two editions have significant mechancical editions, but those can be missed if you don't look for the underlying math and tables (Classic 1E pre 1980 US printings, and 2E, which is 1981 and later US printings. I'm not certain, but I've reason to suspect that the GW licensed version was 1E until the license ended), but the third ed, <em>MegaTraveller</em>, is obvious from the character data for play. the fourth edition, <em>Traveller: The New Era</em>, has different and more attributes, different skill scaling, and changed even the aging rules. Only the system generation is a direct inheritance; everything else changed. Traveller's 5th edition, called <em>Marc Miller's Traveller, </em>and also called <em>T4</em>, brought the worlds and design systems from TNE forward, but is yet another skill scaling. MGT is a rebuild from first principles, MGT2 yet another rebuild from first princibles to de-OGL it, and T5 is really edition 10, building on the T4 skill systems, and the system gen, but everything else redeveloped. Fundamentally, each edition change of traveller was a new game engine, excepting the change from CT1 to CT2.</p><p></p><p>Palladium's older games were only really revised to make them rifts compatible; those are significant changes. <em>Robotech</em> was redeveloped late in the license for the <em>Robotech: Shadow Chronicles</em> rules - it's major differences are in character gen, but those are significant.</p><p></p><p><em>Warhammer FRP</em>, like Traveller, is largely new game with some common tropes at each edition change.</p><p></p><p><em>Gamma World</em> made significant changes at one edition change, moving from AD&D/(D&DOE+Sups) mechanics to the MSH/AMSH color-table system</p><p></p><p><em>Twilight 2000 </em>is, again, a different game engine each edition. Including the new one.</p><p></p><p>Chivalry and Sorcery changed notably over the edition changes.</p><p></p><p></p><p></p><p>STRPG was still compatible, but char gen and ship combat changed significantly.</p><p></p><p>Mechwarrior 1E was a GURPS-like point builder; 2E was a pick multiple templates; they were mechanically incompatible.</p><p> 3e was yet again different, and where I got off that bus.</p><p></p><p>Star Wars d6 2E was significantly different from 1E, adding scaling rules, a movement score, advanced skills, specializations, attribute increases, and more. 2R&E changed the scaling rules, the many-on-one/one-on-many game mechanics.</p><p></p><p>BRP's adapted corebook mode meant that each was a functionally different but easily converted to game. RuneQuest, ElfQuest, Ringworld, Call of Cthulhu, Stormbringer, Hawkmoon...</p><p></p><p>Pendragon revamped a lot of mechanics other than character gen during the major leaps: 1E to 3E, 4E to 5E. (4E expanded 3E, rather than changed from it.) Mind you, I'm talking the battle mechanics, the landholding mechanics, but not personal combat; 4e to 5e changed the character gen.</p><p></p><p></p><p></p><p>Many older games being brought forward for modern editions are being given new engines:</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8251323, member: 6779310"] Many games made signficant changes at edition. [I]Traveller[/I]'s first two editions have significant mechancical editions, but those can be missed if you don't look for the underlying math and tables (Classic 1E pre 1980 US printings, and 2E, which is 1981 and later US printings. I'm not certain, but I've reason to suspect that the GW licensed version was 1E until the license ended), but the third ed, [I]MegaTraveller[/I], is obvious from the character data for play. the fourth edition, [I]Traveller: The New Era[/I], has different and more attributes, different skill scaling, and changed even the aging rules. Only the system generation is a direct inheritance; everything else changed. Traveller's 5th edition, called [I]Marc Miller's Traveller, [/I]and also called [I]T4[/I], brought the worlds and design systems from TNE forward, but is yet another skill scaling. MGT is a rebuild from first principles, MGT2 yet another rebuild from first princibles to de-OGL it, and T5 is really edition 10, building on the T4 skill systems, and the system gen, but everything else redeveloped. Fundamentally, each edition change of traveller was a new game engine, excepting the change from CT1 to CT2. Palladium's older games were only really revised to make them rifts compatible; those are significant changes. [I]Robotech[/I] was redeveloped late in the license for the [I]Robotech: Shadow Chronicles[/I] rules - it's major differences are in character gen, but those are significant. [I]Warhammer FRP[/I], like Traveller, is largely new game with some common tropes at each edition change. [I]Gamma World[/I] made significant changes at one edition change, moving from AD&D/(D&DOE+Sups) mechanics to the MSH/AMSH color-table system [I]Twilight 2000 [/I]is, again, a different game engine each edition. Including the new one. Chivalry and Sorcery changed notably over the edition changes. STRPG was still compatible, but char gen and ship combat changed significantly. Mechwarrior 1E was a GURPS-like point builder; 2E was a pick multiple templates; they were mechanically incompatible. 3e was yet again different, and where I got off that bus. Star Wars d6 2E was significantly different from 1E, adding scaling rules, a movement score, advanced skills, specializations, attribute increases, and more. 2R&E changed the scaling rules, the many-on-one/one-on-many game mechanics. BRP's adapted corebook mode meant that each was a functionally different but easily converted to game. RuneQuest, ElfQuest, Ringworld, Call of Cthulhu, Stormbringer, Hawkmoon... Pendragon revamped a lot of mechanics other than character gen during the major leaps: 1E to 3E, 4E to 5E. (4E expanded 3E, rather than changed from it.) Mind you, I'm talking the battle mechanics, the landholding mechanics, but not personal combat; 4e to 5e changed the character gen. Many older games being brought forward for modern editions are being given new engines: [/QUOTE]
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