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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Traveller (D&D 4E Conversion)
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<blockquote data-quote="Gallowglacht" data-source="post: 4741764" data-attributes="member: 83172"><p>I agree that D&D4 is a great game. I also agree that Traveller rocks (though I'm a TNE fan, more than classic) and that Traveller20 is far to fiddly and complex.</p><p></p><p>I think you can make D&D4 a solid basis for a D20 Traveller, however, not in the way you started. The powers system is modelled on a very different style of combat, and a lot more combat than normal traveller.</p><p></p><p>The basics of the game system are good though. Skills based on stats. Add half your level for experience. Experienced characters are better in Traveller too. Attacks based on stat plus a bonus for proficiency based on weapon/attack type versus defenses of 10 + 1/2 level + modifiers. Saves as a straight 10+ roll. All good as basic systems that mean all players can contribute.</p><p></p><p>Combat should be different though. Rarer and more lethal if you want to keep older Traveller feeling. Maybe steal the condition track from SW SAGA instead of hit points. Maybe steal a True20 type damage roll against a toughness stat based on armour and con, higher results put you further down the track. Don't have escalating Hit points, better characters are harder to hit, not harder to hurt.</p><p></p><p>For characters, roll stats. Give some skills and feats based on homeworld. Roll on a life path table to determine some stuff about your character growing up, maybe some contacts, some family details, minor equipment etc. Special results might give a feat or a skill.</p><p></p><p>Pick a starting carear; Makes character level 1. Gives them a trait. A trait might be Marine, Army, College etc. Bundle of proficencies, small bonus' etc. Player gets a skill or feat each level, so pick one now. Again roll on a carear lifepath table. Decide if the new player is ready to go, or wants to age and do another "term". Each term lasts between 2-4 years.</p><p></p><p>Each "term" raises the character a level and gains another feat/skill. Rolls on a lifepath table (note these tables should be mostly fluff) and allows access to skill training and feats. The player can swap skills learned earlier for skills on the list (ie a player from a poor dirtwater swaps Survival for Pilot, since he has been away from home and in space for 10 years) mainly so someones characterfull choices in the early game don't gimp them later, or they simply want to change and develop.</p><p></p><p>Put a limit on how many terms served for an ordinary game. As an option, you can play a "retired vet" type character, older than the limit, higher level, but has stat reductions and other age based disadvantages to balence. Or a rookie type, 1st level, but with some ability and talent boosts.</p><p></p><p>Lack of powers and escalating hitpoints means the players can play different level easier than in normal d20 games.</p><p></p><p>As players level, they get more skills, better defences and bigger experience bonus' to their skills. Give a new Talent every odd level (as your other stats boost at even levels, makes odd levels interesting too), perhaps that Marine becomes a Marine Commander, or joins the Navy instead.</p><p></p><p>Instead of powers, you can give the players action points/willpower/edge/whatever. They can spend points to save against damage, re-roll a failed check, gain an extra action and so on. Or to power special attacks or abilities gained through feats. For example spend an action point and a player with the Command trait can give their squad a bonus equal to their Chr adjustment to their squads saving throws and defences. Or give a squad member an extra action etc.</p><p>A higher level character gets more of these points to spend. They are replaced like willpower in Vampire games, or when a contact/dependant (from their lifepath) sends them a nice video to keep them company in the cold depths of space.</p></blockquote><p></p>
[QUOTE="Gallowglacht, post: 4741764, member: 83172"] I agree that D&D4 is a great game. I also agree that Traveller rocks (though I'm a TNE fan, more than classic) and that Traveller20 is far to fiddly and complex. I think you can make D&D4 a solid basis for a D20 Traveller, however, not in the way you started. The powers system is modelled on a very different style of combat, and a lot more combat than normal traveller. The basics of the game system are good though. Skills based on stats. Add half your level for experience. Experienced characters are better in Traveller too. Attacks based on stat plus a bonus for proficiency based on weapon/attack type versus defenses of 10 + 1/2 level + modifiers. Saves as a straight 10+ roll. All good as basic systems that mean all players can contribute. Combat should be different though. Rarer and more lethal if you want to keep older Traveller feeling. Maybe steal the condition track from SW SAGA instead of hit points. Maybe steal a True20 type damage roll against a toughness stat based on armour and con, higher results put you further down the track. Don't have escalating Hit points, better characters are harder to hit, not harder to hurt. For characters, roll stats. Give some skills and feats based on homeworld. Roll on a life path table to determine some stuff about your character growing up, maybe some contacts, some family details, minor equipment etc. Special results might give a feat or a skill. Pick a starting carear; Makes character level 1. Gives them a trait. A trait might be Marine, Army, College etc. Bundle of proficencies, small bonus' etc. Player gets a skill or feat each level, so pick one now. Again roll on a carear lifepath table. Decide if the new player is ready to go, or wants to age and do another "term". Each term lasts between 2-4 years. Each "term" raises the character a level and gains another feat/skill. Rolls on a lifepath table (note these tables should be mostly fluff) and allows access to skill training and feats. The player can swap skills learned earlier for skills on the list (ie a player from a poor dirtwater swaps Survival for Pilot, since he has been away from home and in space for 10 years) mainly so someones characterfull choices in the early game don't gimp them later, or they simply want to change and develop. Put a limit on how many terms served for an ordinary game. As an option, you can play a "retired vet" type character, older than the limit, higher level, but has stat reductions and other age based disadvantages to balence. Or a rookie type, 1st level, but with some ability and talent boosts. Lack of powers and escalating hitpoints means the players can play different level easier than in normal d20 games. As players level, they get more skills, better defences and bigger experience bonus' to their skills. Give a new Talent every odd level (as your other stats boost at even levels, makes odd levels interesting too), perhaps that Marine becomes a Marine Commander, or joins the Navy instead. Instead of powers, you can give the players action points/willpower/edge/whatever. They can spend points to save against damage, re-roll a failed check, gain an extra action and so on. Or to power special attacks or abilities gained through feats. For example spend an action point and a player with the Command trait can give their squad a bonus equal to their Chr adjustment to their squads saving throws and defences. Or give a squad member an extra action etc. A higher level character gets more of these points to spend. They are replaced like willpower in Vampire games, or when a contact/dependant (from their lifepath) sends them a nice video to keep them company in the cold depths of space. [/QUOTE]
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