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<blockquote data-quote="Tom B1" data-source="post: 7949539" data-attributes="member: 6879023"><p>My few complaints or mechanical issues with CT are:</p><p></p><ul> <li data-xf-list-type="ul">Per-task, very variable modifiers. It makes every task a look up (if you care about consistency or accuracy to what the book says). It's a modifier salad. And what bonuses and bonus levels are not very uniform.</li> <li data-xf-list-type="ul">The engine package system and the limited number of techs - they fit in a scenario like our own (non-interstellar society that hasn't even really managed much intra-system travel), but not in a 3rd Imperium sense (far more advanced society, very mature, tens of thousands of inhabited worlds, many sentient aliens with tech to contribute, etc). There ought to be a massive list of options and abilities to work in things between the options. That isn't what CT gives us. It's an okay system, but does not make sense in the 3rd Imperium (which itself has flaws... natural trade would tend to equalize tech between planets and see populations move to the most habitable even despite the wishes of governments for instance).</li> <li data-xf-list-type="ul">Shotguns and cutlasses for serious militaries. Yes, shotguns might have a place, but they still have kick, and if your power is shot out, you'd better not be treating them as your main shipboard weapon. Cutlass... no. Just no. Graduating imperial marines without any weapon skill but Cutlass is... ludicrous. You don't get certain jobs unless you can learn certain skill to certain levels of competence. And as a close friend in US SF said to me "We don't train in hand to hand. You can do that yourself if you want, but in CQ, you have a primary (M4) and a secondary (sidearm). A silencer on a sidearm or on an SMG or carbine if needed. The pistol can be used very close to the body and so the times you'd need that skill in a military context are so low the training time isn't worth it.".</li> </ul><p>Here are some interesting yet fairly CT-ish alternates:</p><p>Universal Game Mechanic <a href="https://thetrove.net/Books/Traveller/01%20-%20Classic%20Traveller/Universal%20Game%20Mechanic.pdf" target="_blank">https://thetrove.net/Books/Traveller/01 - Classic Traveller/Universal Game Mechanic.pdf</a></p><p>BITS Task System <a href="https://www.bitsuk.net/Archive/GameAids/files/BITSTaskSystem.pdf" target="_blank">https://www.bitsuk.net/Archive/GameAids/files/BITSTaskSystem.pdf</a></p><p>Acme Task System <a href="http://web.fisher.cx/robert/rpg/traveller/acme-task.html" target="_blank">Classic Traveller: The Acme Task System</a></p><p>Rule 68A <a href="http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14517" target="_blank">RULE 68A - A Ref's Guide to the Classic Traveller Task System - Citizens of the Imperium</a></p><p></p><p>I like the hard sci parts, but as a veneer. Real orbital mechanics and the realities of thrust mean most space engagements <em>if they can happen at all</em> involve a passing joust in open space (with a long turn around) or an engagement around a planet (likely in orbit or at least the planet will have a lot of impact and the ships will be moving slow). Open space battles with a lot of very localized manouver are very unlikely.</p><p></p><p>That's realistic, but not quite so much fun in an RPG.</p><p></p><p></p><p></p><p>In 2300, you jumped using Stutterwarp (max 7.7 ly) and I think the jump was much faster than the 168 hour jump in Traveller. You didn't fight at FTL. You fought sub-light and ranges might have been 500K km and less. Speeds wouldn't be totally insane. No FTL missiles.</p><p></p><p>In Traveller, you <em>can't</em> (because of how Jump works) fight FTL either, with any rules as written.</p><p></p><p>Jump or Stutterwarp -> Strategic movement to reach someplace worth fighting over</p><p>Real space -> Where fights happen at sublight speeds</p><p></p><p>Your list of of steps for visiting a planet are interesting and a good resource. I'll check them versus my version when I have a bit of time.</p><p></p><p>We really should fire up a Traveller thread or two...</p></blockquote><p></p>
[QUOTE="Tom B1, post: 7949539, member: 6879023"] My few complaints or mechanical issues with CT are: [LIST] [*]Per-task, very variable modifiers. It makes every task a look up (if you care about consistency or accuracy to what the book says). It's a modifier salad. And what bonuses and bonus levels are not very uniform. [*]The engine package system and the limited number of techs - they fit in a scenario like our own (non-interstellar society that hasn't even really managed much intra-system travel), but not in a 3rd Imperium sense (far more advanced society, very mature, tens of thousands of inhabited worlds, many sentient aliens with tech to contribute, etc). There ought to be a massive list of options and abilities to work in things between the options. That isn't what CT gives us. It's an okay system, but does not make sense in the 3rd Imperium (which itself has flaws... natural trade would tend to equalize tech between planets and see populations move to the most habitable even despite the wishes of governments for instance). [*]Shotguns and cutlasses for serious militaries. Yes, shotguns might have a place, but they still have kick, and if your power is shot out, you'd better not be treating them as your main shipboard weapon. Cutlass... no. Just no. Graduating imperial marines without any weapon skill but Cutlass is... ludicrous. You don't get certain jobs unless you can learn certain skill to certain levels of competence. And as a close friend in US SF said to me "We don't train in hand to hand. You can do that yourself if you want, but in CQ, you have a primary (M4) and a secondary (sidearm). A silencer on a sidearm or on an SMG or carbine if needed. The pistol can be used very close to the body and so the times you'd need that skill in a military context are so low the training time isn't worth it.". [/LIST] Here are some interesting yet fairly CT-ish alternates: Universal Game Mechanic [URL='https://thetrove.net/Books/Traveller/01%20-%20Classic%20Traveller/Universal%20Game%20Mechanic.pdf']https://thetrove.net/Books/Traveller/01 - Classic Traveller/Universal Game Mechanic.pdf[/URL] BITS Task System [URL]https://www.bitsuk.net/Archive/GameAids/files/BITSTaskSystem.pdf[/URL] Acme Task System [URL='http://web.fisher.cx/robert/rpg/traveller/acme-task.html']Classic Traveller: The Acme Task System[/URL] Rule 68A [URL='http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=14517']RULE 68A - A Ref's Guide to the Classic Traveller Task System - Citizens of the Imperium[/URL] I like the hard sci parts, but as a veneer. Real orbital mechanics and the realities of thrust mean most space engagements [I]if they can happen at all[/I] involve a passing joust in open space (with a long turn around) or an engagement around a planet (likely in orbit or at least the planet will have a lot of impact and the ships will be moving slow). Open space battles with a lot of very localized manouver are very unlikely. That's realistic, but not quite so much fun in an RPG. In 2300, you jumped using Stutterwarp (max 7.7 ly) and I think the jump was much faster than the 168 hour jump in Traveller. You didn't fight at FTL. You fought sub-light and ranges might have been 500K km and less. Speeds wouldn't be totally insane. No FTL missiles. In Traveller, you [I]can't[/I] (because of how Jump works) fight FTL either, with any rules as written. Jump or Stutterwarp -> Strategic movement to reach someplace worth fighting over Real space -> Where fights happen at sublight speeds Your list of of steps for visiting a planet are interesting and a good resource. I'll check them versus my version when I have a bit of time. We really should fire up a Traveller thread or two... [/QUOTE]
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