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MegaTraveller Discuss of the MegaTraveller ruleset and the Rebellion Milieu

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Old November 29th, 2012, 04:30 PM
Carlobrand Carlobrand is offline
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Default MegaTrav Sensor Confrontation?

Some confusion on sensor rules:

"To locate an enemy unit with sensors:
Difficulty, Off = Computer Model Number; Def = Range (confrontation)
Referee. Use the most favorable sensor scan difficulty level from among the unit’s UCP. Use the number of squares from the sensing unit to the target unit as a negative DM. Optionally, a character may use Sensor Op skill in place of the computer number."

MegaTrav defines a confrontation as, "If two sides are working to counter the success of each other in some way (such as in a debate, or in hand-to-hand combat), the task is a single confrontation task."

MegaTrav rules for confrontation tasks are, "One side is designated as the offender and the other is the defender. The offender applies his expertise in the task’s listed skills and characteristics as + DMs, while the defender applies his as - DMs on the task. The offender is trying to make the task succeed, but the defender is trying to make the task fail."

Does this mean one roll of the dice? The offender rolls 2D6, but positive DMs benefiting the attacker and negative DMs benefiting the defender are applied?

Comes up from the later rule on weapon locks:

"To lock on to an enemy unit with sensors:
Difficulty, Off = computer model number; Def = range (confrontation, uncertain).
...If the player’s task fails, the sensor lock-on failed, but some benefit may still be gained, as follows:
Some truth: Give unit displacement, power, but incorrect type.
Total truth: Give unit displacement, power, and correct type. Note: Some examples of type include: Express boat, Regal class battlecruiser, and so on."

Here we have the additional complication that the task is uncertain. Player rolls as before, but now the gamemaster (or presumably opponent, in a 2-player battle) is rolling too. MegaTrav rules for confrontation tasks are, "Both the player and referee roll for the attempt. The referee’s roll is hidden from the player and modifies the player’s roll:
> If both fail, the result is no truth. The player is misled about the success of the task attempt. Erroneous information is given.
> If one succeeds and one fails, the result is some truth. Some valid information is given. The player may fail the attempt and still get information, although he cannot know for sure.
> If both succeed, the result is total truth. Totally valid information
is given, although the player may still not believe it."

BUT ... the sensor rules depart slightly from that line. Under the sensor rules, the player gains lock (and presumably can identify the target, or at least get a reading on size and power output if the GM's roll fails) on a successful roll. If the attempt FAILS, the player can still obtain a "total truth" result. How??
Or is that errata? And, where is the bit where the player gets entirely false readings (where both the player's and GM's rolls failed)?
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Comments made are for the purpose of offering alternative campaign settings for consideration. The writer acknowledges that Traveller is intended to emulate certain common science fiction tropes and that, in the course of emulating those tropes and providing a better playing experience, some liberties must be taken with science. No statement by the writer should be interpreted as constituting a criticism of the game on that basis ... except for that bit about Virus. Dude, really?!
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