The Travellers Handbook

The original and definitive science-fiction roleplaying game TRAVELLER is back for the d20 System! This huge 464-page rulebook contains everything you need to enhance your current d20 System based science-fiction campaign or design your own.

Sixteen (16) New Character Classes
Tons of New Skills and Feats
A Homeworld and Prior History System for a More Detailed and Experienced Character
Personal, Vehicle, and Starship Combat System, both Basic and Advanced
Psionic Talents
Technology and Equipment
Complete Computer, Vehicle, and Starship Design Rules
Universe and World Building, Including Alien Lifeform Generation Systems
Trade, Commerce, Speculative Trading
And More!
 

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The Traveller's Handbook (T20)

Traveller was one of the first Science Fiction role-playing games, first emerging in the 70's. It was first published by a company called Games Design Workshop (GDW) as 3 small black books with no setting information to speak of, just basic details on character generation, starship creation, and world creation. The character generation sequence, however, was an outgrowth of a strategic boardgame called Imperium. The background of Imperium would become the background of Traveller as it was expanded with additional supplements and adventures.

The classic Traveller game was known for its character generation sequence. Character generation was almost a game in and of itself. A character selected a career, and using a sequence of tables, determined what skills they got, mostly as the result of random rolls. Rolls were also used to determine how long a character could stay in a given career, how far they advanced, or if, indeed, they survived. This last point was phased out (replaced by a softer "injury and mustering out" rule) in subsequent versions of the game, but is a common wailing point for those who dislike the game.

The Traveller game had a feel that was based on the classic SF stories that were well read in the day, most notably the works of Piper, Norton, Anderson, Niven, Pournelle, and Vance. Most characters were assumed to be from a star-spanning empire called the Third Imperium, which was dominated by humans. However, the member worlds were anything but uniform in nature, providing the impetus for many bizarre adventures for the characters, who (as the name of the game should indicate) frequently travel the stars. However, the fact that the early books had few details about the imperium, and that the game provided material to make your own starships and worlds, meant that the system was frequently used for homebrewed SF settings.

From these humble beginnings sprung a game that would persist and be played in several variations over the years. The game went on to a revised edition called MegaTraveller (my personal favorite) that saw two major changes: a robust skill system that replaced the rather ad-hoc system that was in place before, and the introduction of a civil war in the Imperium. The subsequent Traveller: The New Era was somewhat ill receiving owing in no small part to its sweeping changes: the use of a totally different base system and a setting change entailing the total collapse of civilization in the galaxy. After GDW collapsed, the game has seen two other versions, a version called Mark Miller's Traveller or T4, and a version based on the GURPS game.

With the advent of the d20 system, and its widespread acceptance, many old Traveller fans (myself included) began to wonder if the game would have a d20 version. At last it happened. QuikLink Interactive, a company that facilitates online RPGs, decided to take up the task of making a licensed version of Traveller using the d20 system. Thus the so-called "T20" was born.

A First Look

The Traveller's Handbook is a 448 page hardbound book priced at $44.95 U.S. That may seem like a lot for a game book, but it is quite a value on a cost per page basis. Of all the hardcover books I have reviewed, only the most cost effective Sword & Sorcery Studios hardbounds compare.

The cover art is by Dave Mattingly, and depicts a man and a vargr (see below) under fire against the backdrop of a futuristic city.

The interior is black and white with some color plate sections. Interior artists include Steve Bryant, Paul Daly, Chad Fidler, Bryan Gibson, Jason Millet, and Allen Nunis. The art is lightly dispersed through the book, and most pieces are crisp ink drawings. The color plates are particularly good. Bryan Gibson's work immediately struck a chord of nostalgia with me, as he was one of the illustrators during the MegaTraveller era.

However, I was a little disappointed that there were no illustrations of the scout starship (a staple in old Traveller games) or mercenary cruiser, which is strange since illustrations of both appeared on the T20 website. Also conspicuously absent were some of the deckplans of ships that were de rigeur is old Traveller games.

The layout is crisp and attractive, and the book has a nice futuristic looking border. There are some noticeable errors and omissions, such as improper table entries and references to items removed in the final draft (such as the psionicist prestige class).

A Deeper Look

The Traveller's Handbook is arranged into 18 chapters and three appendices.

The book begins with a short story Kishimaa Downport or Bust, a foreword by Marc Miller (creator of Traveller) about the themes of the game, and a brief introduction with a few background details about the game, including types of adventure that might be played, what settings you might use (including, but not limited to, the official Traveller universe), and a discussion of what you need to play. One interesting note here is that the book does not refer you directly to the D&D PH, but rather "a roleplaying core book published by Wizards of the Coast." I assume the implication here is that you might wish to used d20 Modern or Star Wars as a reference, which would be a bit closer to the subject matter.

Character Generation

The second through seventh chapter covers various character generation topics.

The first thing that sets D20 Traveller character generation apart from other d20 system games is that when you are generating ability scores, you will have to generate two more than usual. Two new ability scores are introduced: education and social standing. These are inherited from the original Traveller game. Education is a measure of the character's general knowledge, while social standing in a measure of one's standing in imperial society. A sufficiently high social standing grants the character a noble title.

Many of the races provided in the book are from the classic Traveller game. Humans are an important race, existing in several variations - in the Traveller setting, humans were taken from earth in an ancient epoch and seeded on several worlds throughout the universe by a race of beings called the ancients. Humans have the standard array of abilities that they do in the core rules. Other races include:

- Vargr: Vargr are a race of genetically engineered canines. Like the humans scattered about the galaxy, the vargr were likewise taken from earth. But the vargr were engineered by the ancients. Vargr are dextrous and have excellent senses, but are not as strong and tough as humans.
- Aslan: Aslan are descended from carnivores and are thought by humans to be lion-like, but are not connected to earthly lifeforms like humans and vargr are. Aslan are strong but not dextrous, have good hearing, and have a society that is still sharply divided along gender lines. Males have no concept of money or economics and may only take combative classes. Females, on the other hand, have exclusive province to classes like academic and merchant, but are not permitted to take combative classes.
- Luriani: A race of amphibious humanoids, also genetically engineered by the ancients.
- Sydites A race of genetically engineered humans bred to be workers, but none too sharp or charming.
- Ursa: Ursa are genetically uplifted bears. Unlike other genetically engineered races on this list, the Ursa were uplifted by a human corporation.
- Virushi: Virushi are huge but peaceful creatures with a centaur-like body form and thick plates covering their bodies.

In addition to race, homeworld is important to D20 Traveller characters. The character generation chapter includes a method to roll characteristics of the characters homeworld, or the player may choose a homeworld in the game sector at the GM's option. The character's homeworld may prevent the character from taking certain classes. The character gets a number of world skills that are added to his class skills, selected from a list dependant upon the homeworld's traits. The character also gets one or more feats depending on the technology and environment of the homeworld. For example, characters in a high tech world may learn how to pilot a high tech vehicle, characters from low tech worlds may get survival skills, characters from water worlds may get swim, etc.

The game uses an entirely new selection of classes. Nine of the new classes are core classes. Four classes are so-called "service classes." Service classes are similar to core classes with one major exception: in order to take a level service class, the character must be part of the military service that bears the same name. Scouts are essentially always considered to be scouts, so may take additional levels in the class after they are no longer working for the scouts full time.

The core classes are as follows:
-Academic: Educated characters such as scientists, engineers, bureaucrats, and so forth.
-Barbarian: Characters from primitive societies and accustomed to outdoor life.
-Belter: Asteroid miners or prostpectors.
-Mercenary: Skilled combatants outside of the armed services.
-Merchant: Trader, corporate factor, of merchant ship crew member.
-Noble: Character in the influential upper crust of imperial society.
-Professional: Skilled technical professionals, including some scientists with a hands-on appraoch.
-Rogue: Criminals and others who live on the edge of the law.
-Traveller: Characters that travel in pursuit of their career, such as starship crews.

The service classes are:
-Army: Member of armed ground forces.
-Marines: Member of the marines, a mobile force deployed on starships and in hostile environments.
-Navy: Crew or Command member of armed spacecraft services such as an interstellar navy or planetary defense force.
-Scouts: Scouts are member of the interstellar Scout Service, an service dedicated to exploration and interstellar courier duties.

The classes use a fairly standard arrangement of attack bonuses and saving throws. All of the character classes have a very similar advancement scheme. Each character receives a number of starting feats, as well as bonus feats at first level and at every class level at which a single classed character would not receive a feat or ability score bonus. Each class has its own list of appropriate bonus feats, as well as special feats unique to the class.

The heavy reliance on feats and skills make the classes very flexible. However, there an aspect to D20 Traveller character generation that may seem unusual to most d20 system gamers. D20 Traveller characters do not necessarily start at first level. A character can start out a 1st level character, but most characters are assumed to undergo a prior career.

In prior career generation, characters cycle through 4 year terms. Each term is associated with a specific class; typically, a character must have a level in the given class to serve in that career. The player must make rolls to enter a career, earn promotions, strive for bonus experience, avoid mishaps (like injury or demotion), and to continue serving in that career. Each term the character receives 4000 experience points, plus a possible allotment of bonus experience. Then, the player designates the character's abilities according to the resulting class and level.

When the character completes their prior service, they roll on mustering out tables to determine what cash and other benefits they accumulated during their time in service.

While you are typically required to have a class to serve in a career, you are not prohibited from multiclassing while in the midst of a career so long as you meet the multiclassing requirements for the additional classes. For example, if you wanted to make Hudson from aliens (a marine with technical skills), you could make a marine, then multiclass to professional while in the marines.

Overall, I like how flexible the classes are, and I like how the prior career system works. The skill and feat selection make the classes very flexible, and there are a wealth of possibilities that can be created from the classes presented here. The heavily feat-dependant nature of the classes reminds me of the way that the upcoming D20 Modern game.

The Traveller's Handbook contains three prestige classes as well, the Big Game Hunter, the TAS Field Reporter, and the Ace Pilot. The classes are not as adaptable as the core classes, having a predefined list of class abilities rather than using bonus feats, much like a typical D20 System prestige class or a D20 Modern advanced class.

The skill selection expands on the standard selection of skills available in the D20 System with new skills appropriate to the high tech setting. As an artifact of earlier editions of the game, T20 calls skills like craft, knowledge, and profession that require you to select a specialty "cascade skills", and adds entertain and technical to this list of skills. Skills of this sort are abbreviated by the first letter of the skill followed by the specialty, such as "T/Electronics."

Another convention T20 adds is that of "0-level" skills. The idea of a level zero skill is that they allow you to use a trained only skills but do not add a bonus; characters who receive skills as part of their skill list receive 0-level skills when they receive a trained only skill as a world skill, but receive an actual skill rank if they receive an untrained skills. I consider this as one of the more dubious adoptions. The scale of skills in the D20 System is larger than that of older versions of Traveller, and the effects of making such a distinction adds a lot of potential confusion for a small change in the effects of creating a dichotomy in how such skills are handled.

T20 also expands on the available selection of feats as appropriate for a high tech setting. For the most part these follow typical D20 System conventions, though some skill enhancing feats only offer a +2 bonus to a single skill, which essentially makes them named instances of the skill focus feat. I would give such feats a +3 bonus.

Vehicles are operated using the drive or pilot skill, but there are a number of Vessel feats. Without the appropriate vessel feat, the character suffers a penalty to drive or pilot checks with that type of vehicle.

Combat

Characters in D20 Traveller don't use the normal hit point mechanic. Rather, the character has two statistics called stamina and lifeblood. Stamina is a statistic that improves as the character gains levels, but lifeblood is fixed. As far as this goes, the mechanic is superficially similar to the VP/WP mechanic of Star Wars and Spycraft. However, in practice this works a bit differently.

When a character loses all their stamina, they fall unconscious, and any further stamina damage is treated as lifeblood damage. When a character loses all of their lifeblood, they start dying as per the normal d20 system rules using HP.

When a character is hit by an attack, they take the damage to both their stamina and lifeblood. However, the lifeblood damage is reduced by armor the character is wearing. Armors are assigned an armor rating. This rating contributes to AC as with the core system. It also reduced lifeblood each point of armor rating reduces the damage dice of a weapon by 1 per AR point, starting with the lowest dice. If there is only one dice left, each point of AR reduces the damage of the last dice by one.

This modified damage and armor system is fundamentally different than the VP/WP system in that it makes armor more important. This is as it should be; armor has always been fairly important in the D20 Traveller setting. Another side effect of the system is that it makes it more likely that lower level characters will get knocked out from combat than high level characters, who are more likely to get killed before they pass out.

D20 Traveller uses the basic D20 combat system, but provides additions to handle conditions in an SF campaign. The combat system extends the rules to cover modern weapons and armor as well as vehicles and starships. Vehicles and starships use a different scale, and more advanced detailed systems are provided for more detailed treatment of such combat.

Among the more elegant extensions is the treatment of automatic weapons. Weapons are rated by the size of the burst they release. The attack roll and damage dice are simply increased according to the size of the burst.

Psionics

The psionics system in D20 Traveller is almost a direct translation of the psionics system of classic Traveller. Characters must be trained in psionics to use it. The psionic potential of characters that are not trained atrophies as they age. For each 4 years that the character ages past 18, they lose a point of psionic potential. However, this system is a little more generous than classic Traveller, as the initial psionic potential is rolled with 3d6 vice 2d6.

There are 5 spheres in which characters may have the ability to train: telepathy, clairvoyance, telekinesis, awareness (which allows the character to take control of their bodily reactions), and teleportation. The character does not choose which spheres are available to her, but can try for certain spheres over others.

Each sphere is developed as a skill, and each sphere has a number of talents which are methods that the character may apply that skill. Each talent takes a feat and requires a certain skill level in that sphere to use and temporarily expend psionic potential points.

Technology and Equipment

The technology and equipment chapter defines the default technology assumptions of the Traveller setting. Several different areas are covered, such weapons, electronics, transportation, and power.

This chapter also defines many common pieces of equipment for adventurer types, such as weapons, armor, communication sensory and survival gear for a variety of different technology levels. Rules are also provided for medical procedures and cybertechnology.

The chapter also provides rules for basic subsistence. The higher the social class of the character, the more that the character is expected to spend on subsistence. A character can get by with buying just what they need to survive, but this can give the character temporary penalties to their social standing score.

Design Sequences, Vehicle and Starship Designs

Traveller is historically a gearhead-oriented game, and D20 Traveller continues that tradition. The book provides complete rules for characters to design computers, vehicles (including robots and powered armor), and starships. The design sequences have a moderate level of complexity. The designers claim it is closely based on the classic Traveller supplement High Guard. The system looks easier to use than high guard to me, but provides a bit more detail than was available then. The system is easier to use than those in MegaTraveller and later editions, and much easier than the likes of the GURPS or CORPS vehicle design system.

The Standard Design chapter provides a number of complete designs for computers, vehicles, and starships, including many vehicles and starship illustrations. Most of these are vehicles that have been regular edifices of the game such as air/rafts, scout ships, and free traders. As mentioned earlier, the book lacks any sort of deckplans, and also lacks illustrations of a few staple Traveller starships such as the scout and mercenary cruisers.

Campaign and GMing rules and advice

The Travelling chapter covers the details of space travel in the Traveller universe. This includes rules for physical aspects of the universe, such as realistic rules for travel time between planets. It also introduces economic assumption for such things as buying passage and salvage right, details of manning requirements for starships, starport fees, trade and commerce rules allowing characters to make money on the side of their adventures.

The Starship Encounters chapters provides random tables and ideas for running encounters in space.

The Universe/World Development chapter provides rules for generating star systems for use in a game. The system is not as the basic world generation system for classic Traveller that only generated the main world of each system; instead, the system is geared at generating entire star system like the classic Traveller supplement Scouts. However, the system is less computationally intensive than Scouts, simplifying many world details into single rolls that would require compuation in Scouts.

The chapter also defines effects of weather or other conditions on various worlds, such as different types of atmospheres, radioation, terrain, and animal encounters.

The Traveller Campaigns and Traveller Adventures chapter provide rules and advice for creating and running traveller campaigns. They outline models for types of campaign (milatary campaigns, political/intrigue campaigns, etc.), random encounters, patron encounters, as well as rules for assigning experience in Traveller. The experience system in Traveller bases the experience award on the difficulty and length of the adventure, and also provides for learning by performing a job or the simple passage of time. Bonuses are provided for good roleplaying.

Appendices

There are three appendices.

The first appendix is Friends and Enemies. It provides stat blocks for a number of stock NPC types including bandits, guards, thugs, starship crews, and soldiers. Stats are also provided for a few simple animals.

The second appendix is a glossary of standard terms used in the rules. This includes both elements of the rules and Traveller conventions.

The third appendix is an index.

Finally, the book has a number of photocopyable forms, including a character sheet, a character prior history worksheet, a subsector map, a star system worksheet, and a world worksheet.

Conclusions

D20 Traveller is one of the strongest offerings in SF games for the D20 System. The class arrangement is very usable, and the prior history system is a great addition to the D20 System. Most of the combat conventions are pretty sensible. The ship and world design systems are simply the best to appear in a D20 System product. D20 Traveller is a setting-light book, essentially making this the best choice for a generic D20 System SF game.

Another neat attribute of the book is that the ship and planet design systems are compatible with prior editions of Traveller. This means that Traveller veterans can jump right in an still use their classic materials.

There are a few things I would have like to seen, however. Perhaps this is my experience with Traveller speaking, but I feel as if this game could should have tried to forego the standard BAB mechanic and use weapon skills instead. The stamina and lifeblood system, while it has some potential, doesn't feel quite right to me; the author mentioned that in part it was designed so that you can easily tweak it to be more or less heroic, but this is not mentioned anywhere in the book.

Still, D20 Traveller is a great option for d20 gamers looking for some SF action, as well as being a very good adaptation of the Traveller game.

Edit: I have updated my score according to actual play experience. Noteworthy lessons are these:
- Starship combat is probably the best a d20 game has to offer. The way that the game creates a task for many different sorts of characters in starship combat helps keep as many players as possible involved.
- CharGen is a bit tedious. It took us more than one session to make characters. I have practically BEGGED the QLI folks to green light the PCGen Traveller module (which is all but written), to no avail
- Some aspects of the system are too retro, hewing too close to CT. MT improved on many aspects of the system (primarily in terms of tasks and starship operation), and all too many of the lessons learned from MT were bypassed.
- Similarly, on the scale that d20 skills occur on, I feel the "0-rank skill" convention was entirely unneeded and confusing to boot.
- Also similarly, some of the planet generation material is a bit behind the times. I converted size to be a measure of mass instead of radius to make planetary characteristics more beleivable given modern planetary science.

Overall Grade: B

-Alan D. Kohler
 

I'm a big Traveller fan. It was one of the first RPGs I ever played and GMed (though I was lousy at the latter). I've owned products from every incarnation of it, even the dreaded Gurps Traveller, and own almost all of the original (or Classic as it's now called these days) Traveller products.

Physically, this is an impressive book. It's heavy, and it's huge. That's the first thing you notice. The next thing you notice is the price tag, $44.95. Though after a quick mental "D'oh!", you realize it's priced reasonably, given it's size, and per page, it's actually quite low. Still, I couldn't afford full price, so I ended up buying it on Ebay for $29 total.

Traveller 20, or T20, takes the tack that Fading Suns d20 took - ditching all the regular d20 classes and introducing several new ones. Herein lies much of the problems I have with T20. Although realistic, several of the classes are simply terrible at combat. They have a Base Attack Bonus progression which ends up at +5 when they are 20th level. Again, this is somewhat realistic, especially for classes like the "Academic". But I think it's bad game design. You're going to end up with many characters simply worthless in combat. No one likes playing the far future version of Richard Simmons. By using the weakest normal Base Attack Bonus progression (where it ends up at +10 at 20th level), you're giving the character a much better chance of being useful, yet aren't stretching reality too much.

I also found it odd that the Army class has a fairly weak base attack bonus progression - the average one in d20 terms, that ends up at +15 at 20th level. The Navy is even worse. Not quite as bad as the Academic, but weak (the weakest normal progression, like that of a wizard). Should military classes be worse at combat than a Mercenary? Maybe the Navy, but not the Army. And should Mercenaries be on par with Marines? Marines are considered to be the toughest regular fighting forces (and this is especially true in the Traveller universe). So I'd definitely say no.

While presumably not everyone will run a combat heavy game, Traveller always had a strong criminal and mercenary slant since the begining (early on, it was more or less "Thugs in Space", where the PCs were criminals or toughs.) So this great imbalance between the classes is perhaps a bigger problem in a game like Traveller than other SF games.

I also have problems with the concepts of some of the core classes. The "Traveller" class for instance. Does that really need a class? No. And why is "Mercenary" a core class? I don't really get how you can become a mercenary from the get go, once you're 18. It seems like it's something that you can't start out in, but can become on after a tour in the military or somesuch. I.e., essentially a prestige class. In fact, this is likely why in the original Traveller, which didn't have classes but had careers, there was no mercenary or "Traveller" career. Though they did follow the classic Traveller careers fairly closely (which is good, as early reports about the game had them doing something complete different and very wacky), I think they should have followed them much closer.

In a way, all classes are somewhat similar in that all their special abilities are bonus feats. Some of the feats are exclusive to that class, but they all get the same number of bonus feats (about one every other level).

There are 3 prestige classes - the Big Game Hunter, the TAS reporter, and the "Ace Pilot". By contrast, these do have some special class abilities which aren't feats. But the Ace Pilot is a really dorky name. I can't help but think of Red Dwarf - Ace Rimmer. I think the first two should have been regular, core classes (well, maybe a generic reporter or media class). I also think some more prestige classes were needed. Special Forces, for army characters. Assassin. Lots more. I also think Psionics should have been handled as a prestige class. Not only does it makes sense (a character has to visit a secret organization to be trained in the use of psionics, and that's exactly the sort of thing prestige classes are for), there are balance reasons for it. Yes, they cost feats, but which is more impressive? Getting a +2 bonus to a skill, or being able to use psionic powers to teleport yourself? Or move things with your mind? The latter, by far. To say they are equal (by using feats) is just plain silly, IMHO.

So, while I think most new classes are okay, some are flawed pretty badly, either in execution or concept. Even as NPCs classes, they wouldn't work. And as there are no NPC classes, the workload on the DM or Referee is going to be increased a lot. For some reason, many don't realize that part of the reason for the NPC class was to make things easy on the DM - the original ones are all very simple, with no special abilities or powers (other than the adept and it's spells). This is somewhat mitigated by the large appendix of premade characters. But still annoying, IMHO.

Another interesting idea, but flawed (or so I think) is how characters gain past experience. This is similar to past travellers, and is almost a game of it's own. But in essence, it ends up producing characters that have a wide variety of levels. One PC might have a 3rd level character. Another might have a 10th. While this is perhaps realistic, it largely defeats the whole purpose of having character levels (which is to make combat ability easier to gauge). But easy to ignore or alter, and it does fit past Traveller editions.

Speaking of combat, T20 introduces several new combat rules, most pretty major. For one, there are no more hit points. Instead, there are stamina points, which are more or less identical to hit points (and go up every level). There is also "Lifeblood" points, which are based on a characters constitution and are fixed. The explanation of this is actually hard to find in the book. It's in the combat chapter, but rather being the first thing explained, it's buried after a long section on starship sensors. WTF?

Anyway, since there are two types of hit points,armor is handled a bit differently. Armor has a damage reduction value. This reduces the number of dice a weapon does, to a mininum of one. The remaining value is then subtracted from that remaining die (which was the high roll). It's confusing to explain, but is actually fairly clever.

Example:

Alec is wearing cloth armor, which has a rating of 6. Homer comes along and shoots him with a Laser Rifle, which does 3d10 damage. Homer rolls for damage and gets a 7, 10, and 4. Alec thus takes 21 stamina poinst of damage, which is easy enough to figure, but the lifeblood damage would be 6. The cloth armor has a rating of 6, so that means 6 dice would be removed from the total. But there's only 3. So 2 of the 3 are removed, leaving the roll of 10 (the highest). From that roll of 10, 4 is subracted, leaving 6. (4 because the armor rating of cloth armor is 6, but 2 of that was used to remove dice).

I find this pretty clever, and it seems to work well enough, though it has some quirks. They've also managed to keep weapon damages and armor value consistent with other d20 stuff. Another change is that strength no longer helps in melee combat, it's dexterity, like in missile.

About 110 pages of the book is on design sequences for vehicles and examples of vehicles. While many Traveller fans are in fact people who love to design stuff, I think this really would have been better suited for another book. It's also really only suited for Traveller games, as Traveller tends to make certain assumptions about it's starships that don't really apply to other universes. (For one, their expense. Ships in Traveller are insanely expensive. Compared to say, Star Wars, where they are priced like cars. Or most SF games where they are more like ships. This is one of those things I never liked about Traveller. There's no real reason for starships to be that expensive, given the technology levels - robot construction, contra grav, computer design, all would drastically reduce the cost of starships. But they still cost 200 million credits+, even for a small ship).

Basically, by comparison, in 35 pages or so, the Imperial Encyclopedia from MegaTraveller contains far more gear and vehicles and ships and such than in the 60 pages here. Far more than in here. Several types of each firearm, too (different Tech Levels), not just the single example here. The premade designs simply take up too much space - one whole page, and while they are rare, when illustrated, the illustration of an item takes up a whole page (and the illustrations generally aren't very good, either). Lots and lots of white space here, and seem to be in the book just to pad it.

I also think this is going to confuse a lot of people not familiar with Traveller. It's also in the wrong place - it should have been put in the back as an appendix or something, not in the middle of the book. Maybe the equipment should be in the middle, like many games, but not the design sequences.

There are rules for trade and running a starship. And how to create star systems. But very little background material. While it's true that the original Traveller little black books didn't have any, the Traveller Book, which was an compilation of those, did have background material and a couple of adventures to get players started. This has none of that.

Ultimately, I would have liked the design stuff to be in another book (along with more design stuff, like for guns/weapons), and have a simple starship design system here (like in the original Traveller), and a condensed list of equipment, instead of 1 item, 1 page. As it is, this takes up a lot of room to give you very little equipment. Especially weapons. If you have 15 different tech levels, surely that higher level ones will produce better weapons. (This was the case in most previous editions of Traveller, except Classic Traveller). This is presumably to sell their PDF on weapons (though I'm just speculating, as I don't have that PDF).

It also would have been nice to have the weapon and armor tables reprinted in the back of the book, rather than 6 pages of ads (including one for my least favorite RPG company, Steve Jackson Games. Boo! ). Even if they got some money from those @#@%#!s, most of the ads are from themselves, and could have been condensed or something.

Also, it would have been nice if it had included stats for typical Traveller aliens. While you do get stats for the Aslan and the Vargr, you get several aliens that I had never heard of before. But what about Traveller mainstays like the Droyne, Hivers, Bwaps, Darrians, etc?

So, ultimately, should you buy this product? If you're a Traveller fan, it's maybe worth buying. I say maybe, because you'll have to do work yourself to truly run a Traveller game, as there are no stats for half the major alien races, and most of the minor races. Probably not that hard, but...annoying that you should have to all that work to convert an existing Traveller game to T20.

I also suspect that if you're not also a d20 fan, just a Traveller fan, you'll have trouble understanding this book. Part of this can't be helped, because under the d20 System Trademark License (d20 STL), you can't explain character generation. But it's made worse by poor layout of the book. I mean, "Lifeblood", a key concept in T20, is first explained on page 150.

If you're not a Traveller fan, then I'm not sure why you'd want this. It's not exactly like a toolkit, since it makes several assumptions, from physics to society, that are really only applicable to the Traveller universe. Yes, you can change them. But again, you'll have to do a lot of work to make it into a generic sci-fi universe (IMHO, anyway).

This is really only great if you're a Traveller fan, a d20 fan, and you want to play Traveller 20, in the upcoming T20 setting. And plan on buying several future products from the company.

As I'm only a Traveller fan, and a d20 fan, who doesn't like their setting, nor do I want to buy more products from them (setting products, anyway - I'd buy technical sourcebooks, like a d20 verison of Fire, Fusion and Steel), this is somewhat of a disappointment. Somewhat better than just okay, almost good, but not great. C+ is about right.
 

Hola! This is my first review, but I love this book enough to post a review. Psion has already covered the standard review very well. I'll post this review from the point of view I have: I may never actually play this game, but it has many, many things worth using in other settings.

The "Characters" chapter introduces the two new stats of Education and Social Standing. Education could work in almost any setting, though it certainly isn't necessary. Social Standing would be wonderful for many settings, especially feudal ones. It would work well for knights in shining armour and for samurai.

The races in the chapter seem well adapted to the d20 system. While I would love to have the stats for the Droyne and the Hivers, I understand why they aren't included: they need a book of their own. They are alien enough races that they would just take too much space to be in the core rulebook.

The "Classes" chapter introduces some very well-done and well thought out classes. They actually capture the feeling of the old Traveller, which I wasn't sure was possible in d20. The bonus feats the gain are well thought out for each class. I do have a quibble here, though. Each class gives a bonus feat at first level, and every level that you aren't getting a regular feat or a bonus ability point. This would be fine for a single-classed character, but it breaks down when a character multi-classes. But this is a small quibble; it's simple enough to ignore or fix (by giving a bonus feat every level).

The "Skills" section is, overall, excellent. I plan on using it or a close relative in any modern or futuristic game I run. Many new social skills are introduced, including Bribery, Broker, Leader, P/Administration, Recruiting, and Trader. While a fantasy game like D&D may not need these, they are essential for running a more modern setting -- especially one that features trade and/or interaction with the government.

The Technical cascade skill is a welcome addition. While one could refer to the Craft/Electronics skill, the Technical/Electronics skill sounds much, much better.

I also love that the term "cascade skill" has finally come to the d20 system. I've always thought of Craft, Knowledge, and Profession as cascade skills. Now they are. I also like the shorthand system they introduce, where Profession (Administration) becomes P/Administration.

The "Feats" section has some excellent modern feats in it. I found, however, that the sample characters I created tended to only have the unique, class-related feats and very few feats from this section. Tying in with my comments on the Class chapter, I would modify the rules slightly. I would make the class-related feats into Talents (like d20 Modern), and give one every odd level. On every even level, the class would give a bonus feat drawn from this chapter. A pretty easy fix that ties the game closer to d20 Modern than D&D.

The feats themselves are well-done and do not all revolve around combat, which is a problem with the D&D feats. My favourite feat has to be Surgery -- not for what it does so much as the following quote:

"Normal: Anyone may perform surgery without this feat. The Surgery feat gives the patient a chance of surviving the experience."

Comedy Gold, and a welcome addition to the often-dry prose of a feats section.

The "Prior History" section is the most innovative section for the d20 system. They've actually managed to capture the feel, if not all the details, of the old Traveller character generation system. They also allow you to make older, more experienced characters, which is essential if you want to, say, do your own version of Stargate SG-1. Some characters need to start out more experienced than others if you want to capture the feeling of a story or a movie.

This section is one of the big reasons I'm recommending the book. It can be used as-is for modern and futuristic settings, but it would not be too difficult to adapt it to a fantasy setting. You could then have the grizzled old war hero and the venerable wizard with the group of brash youngsters, and they would have some history built up.

The material benefits that a character can gain from their prior history could use a bit of balancing, though. The system is inherently random, yes, but some benefits are much, much better than others. For example, a Belter could earn a free Weapon, worth up to Cr1,000. But it hardly compares to a +1 Intelligence or membership in the Traveller's Aid Society (worth Cr1,000,000!). Again, like most of the problems with the book, I think it could easily be fixed, by breaking material benefits up into a minor and major list.

Another quibble I have is with the layout: this section should be right next to the Class section. It gets very annoying flipping back and forth between the two sections. They go hand in hand, and should be set up that way. It could be right before or right after, but it should be next to it. Maybe next edition. :)

I'm only going to cover one other section of the book in my review, but it is the other major reason I'm recommending the book: Psionics. Finally, d20 has a psionics system I like! You can either gain psionics through testing and training or through the Natural Talent feat. In Traveller, the type of psionics you know is random, though you could easily change this for another setting.

Once you know a type of psionics, you gain access (as a cross-class skill) to the psionic skill of the same name (Telepathy, for instance). As you gain ranks in the skill, you gain access to better and better psionic feats. In Telepathy, one low-rank skill is Life Detection, while a high-rank skill would be Probe, which lets you dig into the mind of another character. The system is very well balanced, especially since you cannot use any bonus feats to gain psionics, only the basic feats. Also, since the skills are cross-class, you cannot gain the more powerful feats until you are very high level. You can take the Hobby feat, and upgrade the skill to class skill status, but that eats up another of your precious feats. Psionics is powerful, but you have to make sacrifices to get it, so it is also very balanced.

Is this worth $45 American, especially if you're not going to actually play Traveller? I think so. The skills, the prior history, and the psionics are enough to make it worthwhile -- and that's not even touching on the feats, the equipment, the world generation, and the random animal generation. I happily paid the hefty cover price and I recommend it to all.
 

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