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Mongoose's New IP: Traveller is BACK
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<blockquote data-quote="SWBaxter" data-source="post: 3682231" data-attributes="member: 27926"><p>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.</p><p></p><p></p><p></p><p>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 <em>right now</em> and so the player bumps the time increment down (raising the difficulty in the process).</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 3682231, member: 27926"] 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. 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 [i]right now[/i] and so the player bumps the time increment down (raising the difficulty in the process). 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. 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. [/QUOTE]
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