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Old January 14th, 2007, 07:13 PM
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There's been some alternate rule comments lately in different threads...which has led me to post this.

I wouldn't exchange CT rules for another system. I actually really like the CT system, especially in its modded form.

But, there are some other cool systems out there for people who don't like the spirit of CT rules.

One system, of course, is the D6 Star Wars rules. Brilliant system. They did an incredible job with those set of rules. I've mentioned before that the D6 Star Wars system is probably the best game system I've ever seen.

It wouldn't be that big of a chore to run Traveller using D6.

Recently, though, I've been considering giving my Classic Traveller game a rest for a few months. We played CT all last year, and we're right in the middle of the story. But, I'm thinking that a change of pace might be neat for a little while before we get back into CT.

I picked up my old Top Secret/SI rule booklet the other day, and I'm quite impressed with its fast and furious, off-the-cuff, get-into-the-action style of gaming.

It's a very simple system:

You've got stats and skills.

Skills are expressed in levels, while stats are expressed in percentages.

To achieve a task, you simply roll d100 for Stat+Skill or less. (The "+Skill" usually means +5 pts for every skill level.)

It's that simple.

What impresses me is the fast and furious play this system encourages.

The GM can modify a roll in two ways: (1) He can simply add or subtract points from the target (Shooting with your off hand? That's -30 to your target number.)

Or, (2) He can halve or quarter the target before any modifiers.





Most checks will be made at the full target number, after modifiers are applied.

If something is "hard", then a 1/2 check is made (roll 1/2 stat or less on d100).

And, if something is "very hard", then roll a 1/4 check (roll 1/4 stat or less on d100).




If someone doesn't have a skill in a particular area, it's typically a 1/4 check. But, the GM may decide that the task is so easy that a 1/2 check is appropriate.

Get the idea?

Simple. Fast. It reminds me of what Sigg likes about using only three target numbers in CT (8+, 10+, 12+).

I like how quick it is applied in a game session. Full check. Half check. Quarter check. Add/Subtract mods. Roll.

That's it.





Here's an NPC out of one of the adventure modules:

Mike Danvers
DEX 50
Pistol (2)

DEX 79 is max human Dexterity, so Mike's not doing so bad. And, he's got Pistol at level 2. Under the Pistol description, Pistol (2) allows a shot to be made rolling DEX +5 or less.




So, when Mike fires his weapon, he rolls 55 or less on d100.

If Mike makes a called shot, it's a 1/2 check: 28 or less on d100.

If Mike makes a very hard called shot, it's a 1/4 check: 14 or less on d100.

If Mike braces his weapon, takes his time, and aims, he'll make the shot using a +10 mod: 65 or less on d100.






Let's say mike is using a silenced pistol (silencer halves range categories on weapons), to fire at a walking target that is at short range. Since the target is moving, Mike will use rapid fire to take two shots in a round, but the target is also walking on the other side of a car, providing the target cover of about half his body.

Typically, firing at targets at short range provides a +10 modifier, but the silencer range reduction put the target at medium range.

This shot would look like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
28 1/2 check due to cover
18 -10 due to target movement
18 No range mod at Medium Range
0 -30 Rapid Fire</pre>[/QUOTE]Mike would get two shots, but he probably won't hit (he'll need to get the GM to allow a roll of "00" to succeed automatically).

So, given the circumstances, Mike decides not to give away his position and fire.

The target moves out from around the car (no cover), opens the hood, and begins to fiddle with the engine.

Now, Mike has a better shot. Stationary target. No cover.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
25 -30 Rapid Fire</pre>[/QUOTE]Mike will get two attacks (Rapid Fire), hitting on a roll of 25 or less on d100.

If Mike decides to take only one shot, instead of using Rapid Fire, he'll hit on a roll of 55 or less on d100.

And, if Mike can stealthily move closer to his target, so that the target is within short range, he'll get a +10 mod, making his roll 65 or less on d100.




See, it's a short, quick, simple, intuitive system. I've shown you a complicated example only to give you an idea of how different mods work. Remember, typically, the system is: Roll Stat + Mods or less on d100.

And, there are a couple of other rules I didn't mention (like lucky and bad breaks when a 00, 01, 02, 03, or 04 is thrown, or when a 99, 98, 97, or 96 is thrown).

Also, in combat, a roll of doubles that hits does massive damage.

(And, HERE'S the part I REALLY like!...)

The single attack roll in Top Secret/SI shows you your attack number and your hit location--all in one roll (it also shows damage when fighting bare fisted...all in a single throw). You can "bump" your hit location up or down an amount equal to your skill level (giving more highly skill characters more choice in where they hit).

There's a lot of little nifty rules like that in this game...all built around the simple percentage based system.

If someone were going to use another system for CT, I think this game system would make a good candidate.

OK...enough of the rambling about another game.

Back to your normal CT chatter....
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Old January 14th, 2007, 07:13 PM
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There's been some alternate rule comments lately in different threads...which has led me to post this.

I wouldn't exchange CT rules for another system. I actually really like the CT system, especially in its modded form.

But, there are some other cool systems out there for people who don't like the spirit of CT rules.

One system, of course, is the D6 Star Wars rules. Brilliant system. They did an incredible job with those set of rules. I've mentioned before that the D6 Star Wars system is probably the best game system I've ever seen.

It wouldn't be that big of a chore to run Traveller using D6.

Recently, though, I've been considering giving my Classic Traveller game a rest for a few months. We played CT all last year, and we're right in the middle of the story. But, I'm thinking that a change of pace might be neat for a little while before we get back into CT.

I picked up my old Top Secret/SI rule booklet the other day, and I'm quite impressed with its fast and furious, off-the-cuff, get-into-the-action style of gaming.

It's a very simple system:

You've got stats and skills.

Skills are expressed in levels, while stats are expressed in percentages.

To achieve a task, you simply roll d100 for Stat+Skill or less. (The "+Skill" usually means +5 pts for every skill level.)

It's that simple.

What impresses me is the fast and furious play this system encourages.

The GM can modify a roll in two ways: (1) He can simply add or subtract points from the target (Shooting with your off hand? That's -30 to your target number.)

Or, (2) He can halve or quarter the target before any modifiers.





Most checks will be made at the full target number, after modifiers are applied.

If something is "hard", then a 1/2 check is made (roll 1/2 stat or less on d100).

And, if something is "very hard", then roll a 1/4 check (roll 1/4 stat or less on d100).




If someone doesn't have a skill in a particular area, it's typically a 1/4 check. But, the GM may decide that the task is so easy that a 1/2 check is appropriate.

Get the idea?

Simple. Fast. It reminds me of what Sigg likes about using only three target numbers in CT (8+, 10+, 12+).

I like how quick it is applied in a game session. Full check. Half check. Quarter check. Add/Subtract mods. Roll.

That's it.





Here's an NPC out of one of the adventure modules:

Mike Danvers
DEX 50
Pistol (2)

DEX 79 is max human Dexterity, so Mike's not doing so bad. And, he's got Pistol at level 2. Under the Pistol description, Pistol (2) allows a shot to be made rolling DEX +5 or less.




So, when Mike fires his weapon, he rolls 55 or less on d100.

If Mike makes a called shot, it's a 1/2 check: 28 or less on d100.

If Mike makes a very hard called shot, it's a 1/4 check: 14 or less on d100.

If Mike braces his weapon, takes his time, and aims, he'll make the shot using a +10 mod: 65 or less on d100.






Let's say mike is using a silenced pistol (silencer halves range categories on weapons), to fire at a walking target that is at short range. Since the target is moving, Mike will use rapid fire to take two shots in a round, but the target is also walking on the other side of a car, providing the target cover of about half his body.

Typically, firing at targets at short range provides a +10 modifier, but the silencer range reduction put the target at medium range.

This shot would look like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
28 1/2 check due to cover
18 -10 due to target movement
18 No range mod at Medium Range
0 -30 Rapid Fire</pre>[/QUOTE]Mike would get two shots, but he probably won't hit (he'll need to get the GM to allow a roll of "00" to succeed automatically).

So, given the circumstances, Mike decides not to give away his position and fire.

The target moves out from around the car (no cover), opens the hood, and begins to fiddle with the engine.

Now, Mike has a better shot. Stationary target. No cover.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
25 -30 Rapid Fire</pre>[/QUOTE]Mike will get two attacks (Rapid Fire), hitting on a roll of 25 or less on d100.

If Mike decides to take only one shot, instead of using Rapid Fire, he'll hit on a roll of 55 or less on d100.

And, if Mike can stealthily move closer to his target, so that the target is within short range, he'll get a +10 mod, making his roll 65 or less on d100.




See, it's a short, quick, simple, intuitive system. I've shown you a complicated example only to give you an idea of how different mods work. Remember, typically, the system is: Roll Stat + Mods or less on d100.

And, there are a couple of other rules I didn't mention (like lucky and bad breaks when a 00, 01, 02, 03, or 04 is thrown, or when a 99, 98, 97, or 96 is thrown).

Also, in combat, a roll of doubles that hits does massive damage.

(And, HERE'S the part I REALLY like!...)

The single attack roll in Top Secret/SI shows you your attack number and your hit location--all in one roll (it also shows damage when fighting bare fisted...all in a single throw). You can "bump" your hit location up or down an amount equal to your skill level (giving more highly skill characters more choice in where they hit).

There's a lot of little nifty rules like that in this game...all built around the simple percentage based system.

If someone were going to use another system for CT, I think this game system would make a good candidate.

OK...enough of the rambling about another game.

Back to your normal CT chatter....
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Old January 14th, 2007, 08:54 PM
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Sounds good, however, similar it sounds to Victory Games James Bond RPG rules. Top Secret & VP's JBRPG are two games that I would love to own in PDF. Sadly, someone disposed of all my JB stuff and I could never get around to buying Top Secret. So...if anyone knows where I can find downloads...I would be very much be appreciative.

I have also heard good things about Spycraft, even as an alternative ruleset to d20 Modern.
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Old January 14th, 2007, 08:54 PM
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Sounds good, however, similar it sounds to Victory Games James Bond RPG rules. Top Secret & VP's JBRPG are two games that I would love to own in PDF. Sadly, someone disposed of all my JB stuff and I could never get around to buying Top Secret. So...if anyone knows where I can find downloads...I would be very much be appreciative.

I have also heard good things about Spycraft, even as an alternative ruleset to d20 Modern.
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Old January 14th, 2007, 10:41 PM
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Quote:
Originally posted by kafka47:
Sounds good, however, similar it sounds to Victory Games James Bond RPG rules.
Actually, I own both lines, Top Secret/SI and James Bond. I have everything published for JB, and everything I want from TSSI.

Although the game universes can be similar, the rules really aren't.

James Bond is a FANTASTIC game, btw. Great game. I understand it went out of print not because of sales but because of the legal issues surrounding Bond back then (remember the long period of time in the late 80's when we didn't have a Bond movie...between Roger Moore and Timothy Dalton...that chasm was due to the legal issues as well).

The James Bond game is, well, James Bond. You know what that's like (and it's damn fun, too).

Top Secret/SI can be played a number of ways. The "base" universe is a James Bond clone. But, the game is also designed to be played as a "realistic" spy game. It's your choice. You can use TSSI to play a James Bond or Mission Impossible type of game, or you can use the rules to play a more "realistic" Bourne Identity, Ronin, or Spy Game type of game.

It's your choice, as the Administrator (the GM), how you run the rules.

There are several optional "realism" rules if you want your game to reflect John LeCarre or Len Deighton. Or, you can play the game without the realism rules to get a more Ian Fleming type of feel.

There's even a rules supplement, called Commando that helps you play military (non-spy) types of games: You could be troops in Iraq, Special Ops., Vietnam...whatever.


Quote:
I have also heard good things about Spycraft, even as an alternative ruleset to d20 Modern.
I've looked hard at Spycraft, but it seems too "pulpy" or "comic-booky" for my tastes. I'm more of a "realistic" gamer. Even when I run James Bond, my games are more akin to the recent Casino Royale or the early From Russia With Love rather than something silly like Moonraker or The Spy Who Loved Me.

Of course, when I run Top Secret, like what I'm thinking of doing soon, it'll be more like a Tom Clancy movie rather than your standard dead-head action flick.
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Old January 14th, 2007, 10:41 PM
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Quote:
Originally posted by kafka47:
Sounds good, however, similar it sounds to Victory Games James Bond RPG rules.
Actually, I own both lines, Top Secret/SI and James Bond. I have everything published for JB, and everything I want from TSSI.

Although the game universes can be similar, the rules really aren't.

James Bond is a FANTASTIC game, btw. Great game. I understand it went out of print not because of sales but because of the legal issues surrounding Bond back then (remember the long period of time in the late 80's when we didn't have a Bond movie...between Roger Moore and Timothy Dalton...that chasm was due to the legal issues as well).

The James Bond game is, well, James Bond. You know what that's like (and it's damn fun, too).

Top Secret/SI can be played a number of ways. The "base" universe is a James Bond clone. But, the game is also designed to be played as a "realistic" spy game. It's your choice. You can use TSSI to play a James Bond or Mission Impossible type of game, or you can use the rules to play a more "realistic" Bourne Identity, Ronin, or Spy Game type of game.

It's your choice, as the Administrator (the GM), how you run the rules.

There are several optional "realism" rules if you want your game to reflect John LeCarre or Len Deighton. Or, you can play the game without the realism rules to get a more Ian Fleming type of feel.

There's even a rules supplement, called Commando that helps you play military (non-spy) types of games: You could be troops in Iraq, Special Ops., Vietnam...whatever.


Quote:
I have also heard good things about Spycraft, even as an alternative ruleset to d20 Modern.
I've looked hard at Spycraft, but it seems too "pulpy" or "comic-booky" for my tastes. I'm more of a "realistic" gamer. Even when I run James Bond, my games are more akin to the recent Casino Royale or the early From Russia With Love rather than something silly like Moonraker or The Spy Who Loved Me.

Of course, when I run Top Secret, like what I'm thinking of doing soon, it'll be more like a Tom Clancy movie rather than your standard dead-head action flick.
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Old January 14th, 2007, 10:44 PM
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Kafka,

Also be aware that there are two Top Secret editions, and the two editions are not that similar.

First Edition TS is typically only realistic and uses a different game system than TSSI.

[EDIT: It is not that well known, but Top Secret actually has THREE editions. TOP SECRET, the first game, was actually published in a second edition. This edition changes little about the original game (cleaned up some rules, simplified some things). TOP SECRET/SI is actually the game's THIRD edition, but many people think of it as the game's second edition. The original TOP SECRET is gritty, realistic, and rules heavy. TSSI can be played in a number ways (gritty realistic or super agent), but it's rules are simpler, quicker, faster...providing sleek gameplay.]

TSSI uses the system I spotlight above tends to read more like James Bond but provides, imo, a much better, easily modfied, realistic ro superhero type of game--at your choice.
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Old January 14th, 2007, 10:44 PM
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Kafka,

Also be aware that there are two Top Secret editions, and the two editions are not that similar.

First Edition TS is typically only realistic and uses a different game system than TSSI.

[EDIT: It is not that well known, but Top Secret actually has THREE editions. TOP SECRET, the first game, was actually published in a second edition. This edition changes little about the original game (cleaned up some rules, simplified some things). TOP SECRET/SI is actually the game's THIRD edition, but many people think of it as the game's second edition. The original TOP SECRET is gritty, realistic, and rules heavy. TSSI can be played in a number ways (gritty realistic or super agent), but it's rules are simpler, quicker, faster...providing sleek gameplay.]

TSSI uses the system I spotlight above tends to read more like James Bond but provides, imo, a much better, easily modfied, realistic ro superhero type of game--at your choice.
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Old January 14th, 2007, 11:09 PM
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Kafka,

FYI, many of Top Secret/SI's rules can be found HERE.

Check the headers--many of the rules on that web page are straight out of the TSSI rule books.

-S4
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Old January 14th, 2007, 11:09 PM
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Kafka,

FYI, many of Top Secret/SI's rules can be found HERE.

Check the headers--many of the rules on that web page are straight out of the TSSI rule books.

-S4
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