T20 Traveller 3 Vs 3.5 Srd


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jasper said:
What are the differences in the SRDs which would affect T20 Traveller?

Traveller (I have it) is a d20 game, but it isn't compatible with the basic d20 / 3.5 SRD. There are many small changes here and there, so in the end it's almost a different d20 game. You cannot combine (I mean, without much work) it with Star-Wars d20 or Dragonstar for examples, and even less with D20 Future.

I love to have T20, but for nostalgia value (I have the ancient first edition of the Traveller game, which btw is nearly incomprehensible). I certainly prefer d20 Future (although it hasn't been shipped yet :( ). I have also been thinking to see if i could use the new Castle & Crusades system, and convert T20 to these rules. Mmmmh... must see, must see...
 

I would disagree that Clasical Traveller is incomprehensible, I remember having fun playing it, lo these many years ago.

I just wish I could get players for a T20 game. :(
 

Turanil said:
I love to have T20, but for nostalgia value (I have the ancient first edition of the Traveller game, which btw is nearly incomprehensible).

I have the ancient first edition of the Traveller game, and it's one of the better-written rules sets on my shelf - it certainly compares favourably with most d20 products. Like a lot of older RPGs, it's written for a college-level audience where today's target audience is about ten years younger - perhaps that's what's throwing you off.
 

A great many of the changes are transparent or irrelevant. For examlpe, changes to races, classes, and spells are irrelevant because T20 uses none of those.

Innuendo stands out as a skill that is used in T20 that is not in 3.5. But it is fully described in the T20 book so you can use it anyways.

Some conventions are different. For example, it grants +2 for feats even if only a single skill is affected or if it only applies in specific circumstances. I tweak those feats to fit the new conventions.


Re: CT. I wouldn't call it baffling. It's a bit ad hoc, and it could have benefitted from a standardized skill/task system (and, in fact, did, when MegaTraveller came out.)
 

Turanil said:
Traveller (I have it) is a d20 game, but it isn't compatible with the basic d20 / 3.5 SRD. There are many small changes here and there, so in the end it's almost a different d20 game. You cannot combine (I mean, without much work) it with Star-Wars d20 or Dragonstar for examples, and even less with D20 Future.[/b]
Not that big of a work. The base Prior History rules mechanics can be incorporated into any campaign from fantasy to modern and of course, futuristic.
 

DMScott said:
I have the ancient first edition of the Traveller game, and it's one of the better-written rules sets on my shelf - it certainly compares favourably with most d20 products. Like a lot of older RPGs, it's written for a college-level audience where today's target audience is about ten years younger - perhaps that's what's throwing you off.

I need to again take a look at this box to see if I wasn't quick in my judgment, then I come back here...

------------------------------

Edit: getting a closer look at this ancient boxed set, it's better than what I remembered.
 
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I'd have to say my only complaint is the design portion of Traveller d20. It's a wonderful tool to have to add more items into the tech tree. But if I were to play, I'd hate to have to spend hours designing and stating out tech to flesh out the lists.

Spaceships in a scifi RPG are a huge draw for me, and while I can design anyone I want down to the minutest level with Traveller. I don't want to spend hours designing a class of ship I may or may not even use. The system they use is almost to robust. I'm a circuit design engineer by schooling (looking for a job if anyone is hiring ;) ) and a computer admin currently, I love tech and I love crunchy design tools. But I don't want to spend hours adding to the 5-6 spacecraft they have in the book to come up with the fleats and traders the PC's will come across.

My problem with D20 Future is the exact opposite. There no way to really design a space craft form the ground up. A basic system such as used for the mecha would have worked as it is quick and easy, yet powerful enough to offer some variety. But instead I have a system that forces all my fighters of a tech level to be the same. What if I want an escort stripped down and no used as a science vessl? No idea on how to do this and no clue on how to get there. I've started to design my own system, but I always get bogged down in real life that throws this effort off track.

Ah well, maybe it's a pipe dream. I want variety and power in the design system, but I also want it to be easy enough that I can through one together in few minutes if I need one.


-Ashrum
 


Psion: See to me that is a problem though. I shouldn't need a spreadsheet to play an RPG. a simple method of slots such as used by the mecha rules and limited by size (using an expanded list of sizes such as star wars) to me would have been a better bet for d20 future. It would have carried a mechanic through the book for this creation that is simple and easy, can be done on the fly if needed, and still has some feeling of techno tweaking that I love in my sci fi.

Don't get me wrong, I love both T20 and D20 futrure, I just sort of fell flat when I looked at the ship creation rules (or lack there of) in both systems. I think I may give the starship creation rules from star wars another try ands just expand out the weapons and defenses lists. If somebody has got a better system for starship creation that would work with the T20 star ship rules I'd love to get a recommendation.

-Ashrum
 

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