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Payn's Ponderings Traveller Editions
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<blockquote data-quote="billd91" data-source="post: 8452628" data-attributes="member: 3400"><p>One big change from original Traveller was a regularized task system with targets based on difficulty and descriptors for tasks (hazardous, fateful) as well as means of making tasks easier/harder under the player's control (careful vs hasty attempts). It kept you from having to read through all of the skill descriptions to see target numbers like you did with the original black books.</p><p>Combat options - I don't know if it added much in the way of options as much as in adjudicating how things worked without directly damaging a character's stats (there was a different stat derived from stats that was the primary combat target). Starship combat (and design) did get a lot more detailed. </p><p>As far as lore and setting went, certainly the setting changes (civil war) had a big effect on TNE's starting point. But a lot of material reverted to times before the Third Imperium blew apart, which I understand. But their other supplements definitely added to the feel of Traveller's universe - they had excellent coverage of Vargr, Aslan, K'Kree (Lords of Thunder being a fantastic adventure), and how GMs can design and deal with custom systems/planets and run starship operations (Starship Operator's Manual for the win). Very evocative stuff. And my favorite book of the core 3 in the boxed set (Players Manual, Referee's Manual, Imperial Encyclopedia) was the Imperial Encyclopedia book.</p></blockquote><p></p>
[QUOTE="billd91, post: 8452628, member: 3400"] One big change from original Traveller was a regularized task system with targets based on difficulty and descriptors for tasks (hazardous, fateful) as well as means of making tasks easier/harder under the player's control (careful vs hasty attempts). It kept you from having to read through all of the skill descriptions to see target numbers like you did with the original black books. Combat options - I don't know if it added much in the way of options as much as in adjudicating how things worked without directly damaging a character's stats (there was a different stat derived from stats that was the primary combat target). Starship combat (and design) did get a lot more detailed. As far as lore and setting went, certainly the setting changes (civil war) had a big effect on TNE's starting point. But a lot of material reverted to times before the Third Imperium blew apart, which I understand. But their other supplements definitely added to the feel of Traveller's universe - they had excellent coverage of Vargr, Aslan, K'Kree (Lords of Thunder being a fantastic adventure), and how GMs can design and deal with custom systems/planets and run starship operations (Starship Operator's Manual for the win). Very evocative stuff. And my favorite book of the core 3 in the boxed set (Players Manual, Referee's Manual, Imperial Encyclopedia) was the Imperial Encyclopedia book. [/QUOTE]
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