Traveller Store CotI Features New Posts Mark Forums Read Register

Go Back > Citizens of the Imperium > Other Versions of Traveller > T20 - Traveller for the D20 System

T20 - Traveller for the D20 System Open discussion on the D20 version of Traveller!

Thread Tools Display Modes
Old October 19th, 2004, 03:56 PM
jgreely jgreely is offline
Citizen: SOC-10
Join Date: Oct 2004
Location: Salinas, CA
Posts: 71
Gallery : 0
jgreely Citizen

Okay, I've read Slink182's post on the troubles he ran into automating the system for Windows, but while I did have the same "too darn many asteroid-belt mainworlds" problem, I have enough other questions about the system as presented to justify a new topic.

  • In step 3, when a red dwarf is generated, it says "you may skip step 4". Setting aside the fact that this is a must not a may, should you also ignore step 4's temperature modifier for class M? I'm guessing yes, based on the white dwarf example above it.</font>
  • In step 4, does the comment on "no K5-K9 sub-giant stars" mean "size IV" or "anything smaller than a giant"? I assumed "size IV", on the theory that they'd have written non-giant otherwise.</font>
  • In step 7, why does the first row of the habitable zone table exist, when by step 3 all white dwarfs are class W with no habitable zone?</font>
  • Is it correct that there is exactly one habitable orbit (0) for a red dwarf? Other discussion suggests yes.</font>
  • Still in step 7, when placing companion stars, they are "occasionally" found in the main orbits. I decided this meant "roll 3 or less on 2d6" (~8%).</font>
  • By the way, if you place companion stars in orbits this way, there's a one-in-several-million chance that the "forced empty" rule will eliminate all other orbits in a trinary system, leaving you no place for a mainworld. I liked this so much I blessed it with size code Z in the UWP. </font>
In the world generation rules, the only thing that really caught my eye was that the population multiplier in step 8 is called an "exponent" (when the actual exponent is the UWP Pop code). And there are a few places where the rules can produce out-of-range results, like Hydro and TL (I was really surprised to find a TL 19 world in my output; "woo-hoo, anagathic supply run!").

My way of dealing with the "way too many orbit 0 asteroid belts around red dwarfs" was to add an additional roll of 1d3. On a 1, the mainworld is placed in orbit 0, otherwise it ends up in a random outer-zone orbit. I've also added the suggested "ignore size mods for close orbits" option, which increases the variety and makes the output look more Traveller-y.

The other major problem I found was a number of low-tech asteroid-belt mainworlds with thousands of people and no starport. To fix that, I added code so that if a belt mainworld had a TL below 8, then it should be rerolled based on population. For Pop 0-2, roll 1d3 + 6 + Pop, else 1d3 + 9.

This leaves you with a small chance of a Pop 0, TL 7 belt, which I decided represented a colony ship that broke down several generations ago, stranding a small (and steadily decreasing) number of people here. The survey Scout ship either didn't have room to evacuate them, or couldn't convince them to leave (no common language, etc).

Reply With Quote

To see more of this thread, please login or register.


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 - 2019, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.