Mongoose's New IP: Traveller is BACK

I played a fair bit of classic traveller, and I remember that I decided to regularise the skill check rules as follows

Roll 2d6 + skill to get 7 or higher

Untrained in an 'easy' skill (e.g. climbing) gives -3 on the roll
Untrained in a 'difficult' skill (e.g. Pilot) gives -5 on the roll i.e. not possible without some degree of JoT skill.

Skills were capped at maximum 5 ranks (this did turn up occasionally)
Jack of All Trades skill ranks eliminated penalties, but never gave positive values

Ability scores didn't affect the skill check, but where used in other situations.

Cheers
 

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Re Traveller stat resolution, I'd think the best Classic-derived 'modern' way to do it would be stat (typically 2-12) + skill (typically 0-4), + 2d6 roll, equal or exceed a variable Target Number to succeed.

Eg: to shoot target at close range, Agility stat + gun Skill + 2d6 roll, 15+ to hit.
 

Prime_Evil said:
Good news for us GURPS Traveller fans!

Steve Jackson has announced that Marc Miller has explicitly exempted the GURPS Traveller license from the current agreement. This means that material for GURPS Traveller will continue to be published until at least 2011! Woohoo!


YAY!!!!!! :D
 

Ranger REG said:
Generous but can they actually do that? Someone stated it will be a modified Classic Traveller ruleset, which IIRC, is still owned by Far Future Enterprises (and Steve Miller?).

Will the modified CT ruleset be totally different from the original CT ruleset, so that it can be designated OGC?

Marc Miller owns the rights, and he's the one that is making the deal with Mongoose. Since he's doing it, they do indeed have the right to do so. Note that one of the most valuable things about Traveller is not the system, but the IP of the Official Traveller Universe (OTU), and I'm pretty sure Marc wouldn't give up his rights to that. That's where the money is. The system is just a set of mechanics for playing in that well-developed and well-loved background. If, however, he does allow you to publish works that build upon the OTU, then that would be a great accomplishment indeed.

With Marc Miller's sign-off, the system could be exactly CT, and it would be perfectly okay for it to go OGC.

At Least, This Is My Understanding,
Flynn
 

Twowolves said:
That's it. My books are buried deep in the closet, and that's how I remember it. But since stats were what, 1 to 15, average of 7, most players got at most +3 to those rolls. And again, skills may have been "up to" +4, but using the random terms-of-service character generation, getting anything higher than +1 was kinda hard, and I've never seen (in my admittedly limited experience) anything as high as +4.

Up to +4 was the Classic range - skill awards were truly random, you had to be a bit lucky to get two skills per term on average, and so it was pretty unusual to see anything higher. MegaTraveller allows a lot more freedom to select skills, since many of the awards are skill cascades (which basically means you choose one of a group of related skills), and characters gain more skills each term. So MT characters have more skills at higher ranks. Looking at the stats for the last group I ran, among 5 characters only one of them has his highest skill at 1, and he was the guy who put most of his skill choices into stat increases so his lowest stat is 7.

I understand that for the vast majority of tasks, just having the skill at all was enough, and rolling dice was not something done for every little thing, it still seems that on a 2d6 roll, the average person (7 stat = +1 to the roll) trained in a skill (+1) will only beat a 7 (and IIRC, you had to beat the target number, not match it)

Incorrect. If the target number is 7+, that means you need 7 or higher. Given that groups typically have the best suited character attempt a task, it's pretty common for routine checks to be situations where they only fail on a 2. IME, Routine tasks only really get exciting (outside of combat) when somebody unskilled is attempting them, or when a normally long task has to be done right now and so the player bumps the time increment down (raising the difficulty in the process).

I guess I wasn't articulating myself well. What I meant was not that 2d6 for every action wasn't universal, but rather that every single use for every single skill was, at least in MegaTraveller, defined by a 2 line summary, which included the skill, the target number, and the time increment to try it. I found it very frustrating that all these pre-determined tasks weren't found under the skill description either, but instead sprinkled all over the rules and adventures.

I'm looking at my copy of MegaTraveller now, and most of the skills have example task definitions given in the skill description. Those that don't are primarily combat and starship-operation skills, in which case the tasks are in the appropriate section of the rules. I don't find this a particularly frustrating setup, YMMV. Of course, the whole point of the task system is that the ref can quickly assign a task when it's needed rather than crack the books and look at a preprinted list, and I know some folks are more comfortable with the list approach, that's just a difference in style. Calling the approach with less rules lookup less streamlined does seem odd to me.

Even with these points about CT/MT cleared up, I still feel the 2d6+skill/stat>TN method is too choppy and rough, and would have hoped that in 30 years of game design, they would have found something they liked better.

Actually, I believe they have. Traveller 4 used a die pool approach that emphasised stats over skills, and I believe Traveller 5 uses an iteration of that system; Mongoose's Traveller is being positioned as the "basic" version of T5, so I expect it will have the die pool system. I personally didn't care for it, so I'll stick to the MT method, I only responded to your original post to clear up some of the errors you made in describing that system.
 

Flynn said:
With Marc Miller's sign-off, the system could be exactly CT, and it would be perfectly okay for it to go OGC.

Mongoose's announcement is a little unclear in that respect, but from their comments over on rpg.net, it seems that their rules are going to be compatible with T5, which means some things are a bit different from CT. The OGL should still make it possible for people to write CT-style mechanics and make them available, but I don't think it'll be pure CT out of the box.
 

SWBaxter said:
Mongoose's announcement is a little unclear in that respect, but from their comments over on rpg.net, it seems that their rules are going to be compatible with T5, which means some things are a bit different from CT. The OGL should still make it possible for people to write CT-style mechanics and make them available, but I don't think it'll be pure CT out of the box.

That's why I chose to use the word "could" in the beginning of that quote. :)

I agree. I think that Marc has a lot of his personal self-worth tied up in the task system he introduced with T4, and will be continuing into T5. While I could hope for a CT/MT-inspired 2d6 method, chances are that we will get the T4/T5 hybrid as a task resolution system that will be in the Traveller SRD. (I can hope, though, that Mongoose really meant CT when they said CT. We'll see, though.)

The nice thing about that, though, is that BITS already provides a chart for translating task descriptions to other Traveller system preferences for those that so desire it.

I also agree that, once the Traveller SRD is available, someone could pull the following from the D20 SRD and apply it to the Traveller SRD:

SRD said:
The Core Mechanic
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:
* Roll a d20.
* Add any relevant modifiers.
* Compare the result to a target number.
If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

By changing the d20 to a standard die combination from the Traveller SRD, such as the 2d6 used for resolving Average tasks, one could get the 2d6 method and still be using complete OGC. The only thing that would have to be defined are the target numbers, and that can be created through some kind of simple mathematical progression based on an analysis of probability and desired outcomes.

With Regards,
Flynn
 

Flynn said:
Note that one of the most valuable things about Traveller is not the system, but the IP of the Official Traveller Universe (OTU), and I'm pretty sure Marc wouldn't give up his rights to that. That's where the money is.

Excerpts from the Mongoose Press Release (all emphasis is mine):

The first licensed setting to be produced using the Traveller rules set (and available in early 2008) will be Starship Troopers, a welcome return to bug-blasting action across the galaxy! Hot on its heels will be Strontium Dogs, based on the hit 2000AD comic strip. After that, who knows. . ?

T5 will be a superset of the Mongoose Traveller rules, providing detailed coverage of rules, concepts and history not available elsewhere.

My interpretation of this: Marc is not licencing to Mongoose the OTU rights in a similiar fashion that WotC didn't licence Greyhawk rights to the public.
 
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