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Traveller D20

mhensley said:
Will you guys be updating any of the Traveller stuff from JG to T20? I used to have a couple of them long ago and I seem to remember that they were much, much better than the majority of the stuff that they made for D&D.

The old JG Traveller material is actually owned by me these days (I bought the rights to this and licensed the fantasy material). The region we are setting T20 in is the same area as the old JG Traveller material.

The old JG sector information has long been 'decanonized' and replaced. The T20 material is based on the updated UWP information and is not related to the old JG sector data.

That said, you might well see some of the old JG Traveller adventures reworked and reprinted for T20.


Hunter
 

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Cool! :)

I think the only JG Traveller adventure that I owned was called Tancred or something. If I remember correctly it was mainly a merc type of thing- train an army and take over the planet or something like that. Not exactly my cup of tea as I prefer the free merchant type adventures, but I recall that it was a pretty good read.

Could somebody with a good memory give us a review of the different JG Traveller modules?
 



arcady said:
d20 is a system where characters grow in ability by leaps and bounds. Where combat is not all that lethal (even in the low levels) compared to GURPS and how I see the Traveller universe.

Here are what some of the weapons in T20 will do to you in terms of damage-

ACR: 1d12+2
PGMP12: 6d12
PGMP13: 7d12
PGMP14: 8d12
FGMP14: 7d20
FGMP15: 9d20

For the Traveller-impaired-
ACR = advanced combat rifle
PGMP = plasma gun, man-portable
FGMP = fusion gun, man-portable

If the ACR damage seems low, remember that it is a full-automatic weapon and will probably shoot at least 3 bullets a round. Considering that it has been reported that the average character will only be able to absorb 10 points of damage, these weapons are extremely lethal.
 

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