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Not really clear to me how this works still:

Traveller’s iconic character generation and other rules are seamlessly merged into 5E:

  • 5E backgrounds have been wrapped into Traveller's careers, which remain mostly unchanged
  • Every skill is preserved as a proficiency or feature
  • All varieties of combat are recast into the familiar steps we all know
  • Every immersive universe-creating system is faithfully reproduced
  • And, yes, your character can still die during character generation!
 

Very confusing ... if you transplant the core activities of Traveller to 5e, even if you are succesful, what do you get but an RPG that people who are looking for a 5e experience wouldn't want to play?
If it would just be a setting adaptation of the Third Imperium that stays true to the core 5e experience, that would make sense. But using the 5e rules to create the Traveller experience sounds both hard to pull off and pointless.
but... it's just probabilities... can you expand on why your traveller experience is tied to 2d6?
 

but... it's just probabilities... can you expand on why your traveller experience is tied to 2d6?
A TTRPG system is a lot more than just the dice you use. Some don't even use dice. That's not even addressing the differences that CAN exist between systems that use different dice... cuz again, a TTRPG system is a lot more than the dice used.
 

I'm confused about how some of you are confused.

This is not the first time a game has been adapted to a different ruleset. It's not the first time for Traveller.

You might like the new version, you might not. It will be successful and find an audience, or it won't.

It will be different from classic Traveller in some ways, and similar in others.

I'm excited to see what they do with the game. Some folks seem very concerned.

Shrug.
 


but... it's just probabilities... can you expand on why your traveller experience is tied to 2d6?
Less to 2d6 (though I do think a bell curve feels more appropriate to Traveller than a more swingy one-die resolution mechanism). But the Lifepath generation that can produce meaningfully different levels of competence in multiple areas and the fact that in Traveller, there is very little advancement after character generation are a huge difference in feel. And making a 5e conversion and taking away advancement or slowing it significantly away seems like a good way to alienate most 5e players.

I'm not saying it can't work, but I can't really imagine anything having the Traveller feel when it is tied to the superheroics of modern D&D; and those are pretty deeply ingrained in the rules, I think.
 

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