Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Other Versions of Traveller > Classic Traveller

Classic Traveller Discussion on the granddaddy of them all, Classic Traveller!

Reply
 
Thread Tools Display Modes
  #1  
Old April 15th, 2003, 02:58 PM
hirch duckfinder hirch duckfinder is offline
Citizen: SOC-13
 
Join Date: Nov 2002
Location: London . u.k.
Posts: 563
Gallery : 0
hirch duckfinder Citizen
Cool

i play ct , but still buy stuff from other travs for ideas .

classic just has that pioneering feel .
__________________
Hirch Duckfinder. From a long line of Duckfinders.
Reply With Quote
  #2  
Old April 15th, 2003, 02:58 PM
hirch duckfinder hirch duckfinder is offline
Citizen: SOC-13
 
Join Date: Nov 2002
Location: London . u.k.
Posts: 563
Gallery : 0
hirch duckfinder Citizen
Cool

i play ct , but still buy stuff from other travs for ideas .

classic just has that pioneering feel .
__________________
Hirch Duckfinder. From a long line of Duckfinders.
Reply With Quote
  #3  
Old April 15th, 2003, 03:09 PM
Exile on High Street Exile on High Street is offline
Citizen: SOC-3
 
Join Date: Dec 2002
Location: london
Posts: 9
Gallery : 0
Exile on High Street Citizen
Post

CT is the game format I learnt twenty five years ago and so the one I am most familiar and comfortable with.

Many of its rules are less than ideal, particularly in combat resolution -vehicles spring to mind.

White Dwarf (a UK based role-playing magazine) published a hit location system for CT. I think the author was Andy Slack. Anybody know it? My copy was lost some time ago.
__________________
I will arise and go now
Reply With Quote
  #4  
Old April 15th, 2003, 03:09 PM
Exile on High Street Exile on High Street is offline
Citizen: SOC-3
 
Join Date: Dec 2002
Location: london
Posts: 9
Gallery : 0
Exile on High Street Citizen
Post

CT is the game format I learnt twenty five years ago and so the one I am most familiar and comfortable with.

Many of its rules are less than ideal, particularly in combat resolution -vehicles spring to mind.

White Dwarf (a UK based role-playing magazine) published a hit location system for CT. I think the author was Andy Slack. Anybody know it? My copy was lost some time ago.
__________________
I will arise and go now
Reply With Quote
  #5  
Old April 15th, 2003, 03:15 PM
hirch duckfinder hirch duckfinder is offline
Citizen: SOC-13
 
Join Date: Nov 2002
Location: London . u.k.
Posts: 563
Gallery : 0
hirch duckfinder Citizen
Post

Quote:
Originally posted by Exile on High Street:
CT is the game format I learnt twenty five years ago and so the one I am most familiar and comfortable with.

Many of its rules are less than ideal, particularly in combat resolution -vehicles spring to mind.

White Dwarf (a UK based role-playing magazine) published a hit location system for CT. I think the author was Andy Slack. Anybody know it? My copy was lost some time ago.
think combat system is fine . its simple and does the job with a minimum of fuss . no skills development is the problem - and its easily overcome . thats the point all the rules you need are there - its simple enough to improvise the rest .
__________________
Hirch Duckfinder. From a long line of Duckfinders.
Reply With Quote
  #6  
Old April 15th, 2003, 03:15 PM
hirch duckfinder hirch duckfinder is offline
Citizen: SOC-13
 
Join Date: Nov 2002
Location: London . u.k.
Posts: 563
Gallery : 0
hirch duckfinder Citizen
Post

Quote:
Originally posted by Exile on High Street:
CT is the game format I learnt twenty five years ago and so the one I am most familiar and comfortable with.

Many of its rules are less than ideal, particularly in combat resolution -vehicles spring to mind.

White Dwarf (a UK based role-playing magazine) published a hit location system for CT. I think the author was Andy Slack. Anybody know it? My copy was lost some time ago.
think combat system is fine . its simple and does the job with a minimum of fuss . no skills development is the problem - and its easily overcome . thats the point all the rules you need are there - its simple enough to improvise the rest .
__________________
Hirch Duckfinder. From a long line of Duckfinders.
Reply With Quote
  #7  
Old April 15th, 2003, 03:33 PM
daryen's Avatar
daryen daryen is offline
Citizen: SOC-14
 
Join Date: Mar 2002
Location: Frisco, TX, USA
Posts: 1,668
Gallery : 0
daryen Citizen
Post

Quote:
Originally posted by hirch duckfinder:
think combat system is fine . its simple and does the job with a minimum of fuss . no skills development is the problem - and its easily overcome . thats the point all the rules you need are there - its simple enough to improvise the rest.
While I did like the penetration concept, we always made the unrealistic CT combat work well enough. To me, the biggest thing is to AVOID hit location charts and such. In an RPG, I think it is best to just go with whether or not it hit, and, if so, how much generic damage did the character take. If it is ever important (or just appropriate) for a specific body part to have been hit, just use GM fiat.

As for gaining skills, the solution I always used was to just treat the characters as if they were still in some appropriate service. For example, if they are plying the space lanes for trade, just treat everyone as if they were in the merchants, and allow them to gain skills at the appropriate times.

Worked for us, anyway. [img]smile.gif[/img]
Reply With Quote
  #8  
Old April 15th, 2003, 03:33 PM
daryen's Avatar
daryen daryen is offline
Citizen: SOC-14
 
Join Date: Mar 2002
Location: Frisco, TX, USA
Posts: 1,668
Gallery : 0
daryen Citizen
Post

Quote:
Originally posted by hirch duckfinder:
think combat system is fine . its simple and does the job with a minimum of fuss . no skills development is the problem - and its easily overcome . thats the point all the rules you need are there - its simple enough to improvise the rest.
While I did like the penetration concept, we always made the unrealistic CT combat work well enough. To me, the biggest thing is to AVOID hit location charts and such. In an RPG, I think it is best to just go with whether or not it hit, and, if so, how much generic damage did the character take. If it is ever important (or just appropriate) for a specific body part to have been hit, just use GM fiat.

As for gaining skills, the solution I always used was to just treat the characters as if they were still in some appropriate service. For example, if they are plying the space lanes for trade, just treat everyone as if they were in the merchants, and allow them to gain skills at the appropriate times.

Worked for us, anyway. [img]smile.gif[/img]
Reply With Quote
  #9  
Old April 15th, 2003, 04:16 PM
Keklas Rekobah Keklas Rekobah is offline
Citizen: SOC-14
 
Join Date: Mar 2003
Location: West Anaheim
Posts: 1,215
Gallery : 0
Keklas Rekobah Citizen+Keklas Rekobah Citizen+
Post

I do not "Love" CT, but my tagline says it all.
__________________
"Keklas! What is your payoff in playing the role of Referee?"
"To challenge my friends, to see them playing before me, and to hear the lamentations of their characters."
Reply With Quote
  #10  
Old April 15th, 2003, 04:16 PM
Keklas Rekobah Keklas Rekobah is offline
Citizen: SOC-14
 
Join Date: Mar 2003
Location: West Anaheim
Posts: 1,215
Gallery : 0
Keklas Rekobah Citizen+Keklas Rekobah Citizen+
Post

I do not "Love" CT, but my tagline says it all.
__________________
"Keklas! What is your payoff in playing the role of Referee?"
"To challenge my friends, to see them playing before me, and to hear the lamentations of their characters."
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.