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

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  #11  
Old December 13th, 2020, 05:15 PM
Werner Werner is offline
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Originally Posted by whartung View Post
So, at 100c, Warp 1 is slower that Jump 1.

Jump 1 moves a parsec in 7 days, 100c is 12 days. Jump 3 is faster than 500c (barely).

Not until Warp 3 do they break through and get faster than J6.

Is there combat at Warp speeds?
There is also the fact that a Jump-3 drive takes just as long to travel 1 parsecs as a Jump-1 drive. Jump drives have range not speed, they all take 1 week to go where ever they are going, a warp drive will cover one third the distance in one third of the time.

I think the warp drive would have some built in sensors that are capable of detecting other warp vessels traveling at warp, since the warp field lines interfere with each other and slow down both ships as they pass closer, they also can detect other objects that pass through the warp field lines, but anything outside the warp field is invisible if it is something that is not a planet or star moving predictably. The warp fields flicker, and it is when the warp fields flicker off that exterior stars can be detected with passive sensors, the light from those distant stars are out of date, but their current positions can be predicted, not so for other ships moving in unpredictable ways, until they enter the warp field, when they do, the warp ship slows down and they are detected.
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  #12  
Old December 13th, 2020, 08:33 PM
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Originally Posted by Werner View Post
Stamina is the same thing as hit points, they are used the same way in T20 as hit points are used in D&D, with increasing levels characters get additional die rolls of Stamina points just as they get hit points in D&D.
Not a very truthful way to put it; it overlooks the interactions of other mechanics in a grotesquely distorting way.

D20 HP are what kills you when you run out. (And out being -10.)
D20 Armor makes you harder to hit.

T20 Stamina and lifeblood interact with armor and death rules in a different manner.
Armor doesn't make one harder to hit. (If your armor has Dex penalties, it actually can make it easier!)
Weapon damage is rolled and used twice:
1) the full amount is stamina damage, which, until it's negative, is no actual harm.
2) the damage is reduced by 1 die per point of Armor until only 1d remains, then that is reduced by 1 point per remaining point of armor.
Lifeblood is dying (but not unconscious) when 0 or below.
Stamina at 0 is unconscious, but not dying nor even of need injured.

The interaction means high level characters die just as easily as low level ones... but high level PC's in light or no armor can stick around and keep going well into the "Dude, you're leaking all over the place, including your guts" stage. Low level characters in armor usually don't die because they're unconscious well before serious harm.
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  #13  
Old December 13th, 2020, 09:26 PM
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Originally Posted by aramis View Post
Not a very truthful way to put it; it overlooks the interactions of other mechanics in a grotesquely distorting way.

D20 HP are what kills you when you run out. (And out being -10.)
D20 Armor makes you harder to hit.

T20 Stamina and lifeblood interact with armor and death rules in a different manner.
Armor doesn't make one harder to hit. (If your armor has Dex penalties, it actually can make it easier!)
Weapon damage is rolled and used twice:
1) the full amount is stamina damage, which, until it's negative, is no actual harm.
2) the damage is reduced by 1 die per point of Armor until only 1d remains, then that is reduced by 1 point per remaining point of armor.
Lifeblood is dying (but not unconscious) when 0 or below.
Stamina at 0 is unconscious, but not dying nor even of need injured.

The interaction means high level characters die just as easily as low level ones... but high level PC's in light or no armor can stick around and keep going well into the "Dude, you're leaking all over the place, including your guts" stage. Low level characters in armor usually don't die because they're unconscious well before serious harm.
My understanding is that critical hit damage comes directly out of Lifeblood, if you lose all your stamina you make a Fortitude check and if you save you remain conscious. Otherwise damage comes out of stamina and after that out of Lifeblood. Okay, so higher level characters have more stamina. It's easy enough to convert the D20 races into Traveller races. The hit points convert to Stamina, and the constitution score is how much lifeblood the creature has. With a little work, I could convert the Fighter class into a T20 class, a Monk could be a T20 class as well. The D&D Barbarian class has a few extra abilities that the T20 Barbarian doesn't have such as the Rage ability. The D&D Rogue is a bit more low tech oriented than the T20 Rogue. So the Fighter D&D Rogue, and D&D Barbarian could be converted to T20, read hit points as Stamina, and the Constitution score determines Lifeblood. There is no reason why Monks can't exist in T20, their metaphysical ability might be chalked up to Psionics perhaps.
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  #14  
Old December 14th, 2020, 01:42 AM
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Originally Posted by Werner View Post
My understanding is that critical hit damage comes directly out of Lifeblood, if you lose all your stamina you make a Fortitude check and if you save you remain conscious. Otherwise damage comes out of stamina and after that out of Lifeblood. Okay, so higher level characters have more stamina. It's easy enough to convert the D20 races into Traveller races. The hit points convert to Stamina, and the constitution score is how much lifeblood the creature has. With a little work, I could convert the Fighter class into a T20 class, a Monk could be a T20 class as well. The D&D Barbarian class has a few extra abilities that the T20 Barbarian doesn't have such as the Rage ability. The D&D Rogue is a bit more low tech oriented than the T20 Rogue. So the Fighter D&D Rogue, and D&D Barbarian could be converted to T20, read hit points as Stamina, and the Constitution score determines Lifeblood. There is no reason why Monks can't exist in T20, their metaphysical ability might be chalked up to Psionics perhaps.
You are quoting the Starwars mecbanics, not the T20 one.
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  #15  
Old December 14th, 2020, 05:47 AM
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Quote:
Originally Posted by aramis View Post
You are quoting the Starwars mecbanics, not the T20 one.
Whatever, we could just use hit points, the way D&D does and keep it simple, and have archaic armor (read D&D armor) provide only half its listed protection against modern ranged weapons, just remember to do that each time that situation develops. One alternative rule would be to have a defense roll instead of a static armor class, you roll a d20 and you add all the defense bonuses to it as you would normally to 10 to get AC, only you do this to directly counter your opponent's attack roll, if the attack roll is higher than your defense roll then he hits and you take damage, if your defense roll is higher than his attack roll he misses. The advantage to doing it that way is that it forces the defender to add the defense bonuses to his defense roll each time rather than just the attacker rolling against a static number called armor class.
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  #16  
Old December 17th, 2020, 06:13 PM
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Originally Posted by Werner View Post
Whatever, we could just use hit points, the way D&D does and keep it simple, and have archaic armor (read D&D armor) provide only half its listed protection against modern ranged weapons, just remember to do that each time that situation develops. One alternative rule would be to have a defense roll instead of a static armor class, you roll a d20 and you add all the defense bonuses to it as you would normally to 10 to get AC, only you do this to directly counter your opponent's attack roll, if the attack roll is higher than your defense roll then he hits and you take damage, if your defense roll is higher than his attack roll he misses. The advantage to doing it that way is that it forces the defender to add the defense bonuses to his defense roll each time rather than just the attacker rolling against a static number called armor class.
WHich is not close to T20. Starting a response with "Whatever" is a pretty hostile tone, BTW. WHich means you're way off topic.
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  #17  
Old December 17th, 2020, 06:40 PM
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Originally Posted by aramis View Post
WHich is not close to T20. Starting a response with "Whatever" is a pretty hostile tone, BTW. WHich means you're way off topic.
What? I think you are reading too much into it. "Whatever" implies indifference, seems to me that having two sets of hit points for each character unnecessarily complicates things. What is the point to having mounting hit points per level and then short circuiting it with Lifeblood to get instant kill results? There is a massive damage rule in D&D for instance where if one takes more than 20 hit points in a single attack, the character must make a Fortitude save to avoid dying, I usually don't use that rule, as I don't care about that level of realism.
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Old December 17th, 2020, 09:16 PM
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Originally Posted by Werner View Post
What? I think you are reading too much into it. "Whatever" implies indifference,...
I cannot read your mind, merely infer via your writing.

So, no. Werner, sir, I too find your tone in responses to my posts/suggestions to be dismissive as well, not simply indifferent.

I am not piling on because I am some friend of aramis (he's an acquaintance, only via this site). I bring this up because I thought I was the only one.
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Old December 18th, 2020, 08:15 AM
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Originally Posted by Nathan Brazil View Post
I cannot read your mind, merely infer via your writing.

So, no. Werner, sir, I too find your tone in responses to my posts/suggestions to be dismissive as well, not simply indifferent.

I am not piling on because I am some friend of aramis (he's an acquaintance, only via this site). I bring this up because I thought I was the only one.
It is hard to have a tone when you only have text. Maybe in your mind you imagine a dismissive tone, but what really is important to me is the story, not the Game Mechanics, I don't care about hit points or Stamina/Lifepoints, I just find hit points to be easier to keep track of. When you have 10 opponents, the GM has to keep track of 10 individual stamina scores and 10 lifeblood scores to see how close to dead they are, with hit points it's just 10 hit point scores, it takes less room on the sheet of paper, and pretty much the only things that vary from individual to individual, other than ammo, and you other wise have only one set of statistics to represent all of them if they are of the same type.

So why do you try, why not deal with they subject at hand, like the game for instance? Can't I be critical of how the game deals with damage without someone imputing hostility on my part? I have my opinions and they don't always agree with yours and we can debate their merits, but you don't have to impute motives and take it personally. I've been around for a while and it seems to me that a lot of people don't know how to debate without making it personal. You need to divorce yourself from the subject and only talk about the subject, if you talk about the me's, you's, and I's then its no longer the subject we're talking about.

Last edited by Werner; December 18th, 2020 at 02:32 PM..
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Old December 19th, 2020, 01:45 AM
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Quote:
Originally Posted by Werner View Post
Can't I be critical of how the game deals with damage without someone imputing hostility on my part?
Not when the thread has a mechanical tag for a specific edition

Anything not from that edition risks an infraction for off topic. That's why the "___ only" tags exist - as a cue to stick to that edition or post in a different thread. Thread starters can set that when they create the thread. They don't have to.

Any further discussion of the issue needs to be elsewhere on the board.

If the original poster wants to open this thread to non-T20 mechanics, they can ask me to pull the tag. But until they do, advocating for non-T20 mechanics is off topic and infractible.
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