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

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  #21  
Old January 28th, 2005, 02:34 AM
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If you use the Triplanetary rules as a start and add sandcasters as an option. Going by the simplicity of Triplanetary you wouldn't worry about the actually direction of the sandcasters it would just be a general modifier. (and pretty sketchy at best, I don't see anything on ordance endurance).

I think all the confusion comes in with milimeters and meters is Traveller being used for minatures, figuring out vectors etc. If you use the hex system of Triplanetary you by-pass all this minutia unless that is what you are into.

I printed out seperately the combat sections for both High Guard and Traveller to go over them carefully and compare them. Unless I am missing some supplementary combat tables both look totally incomplete, lots of missing information.
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  #22  
Old January 28th, 2005, 02:34 AM
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If you use the Triplanetary rules as a start and add sandcasters as an option. Going by the simplicity of Triplanetary you wouldn't worry about the actually direction of the sandcasters it would just be a general modifier. (and pretty sketchy at best, I don't see anything on ordance endurance).

I think all the confusion comes in with milimeters and meters is Traveller being used for minatures, figuring out vectors etc. If you use the hex system of Triplanetary you by-pass all this minutia unless that is what you are into.

I printed out seperately the combat sections for both High Guard and Traveller to go over them carefully and compare them. Unless I am missing some supplementary combat tables both look totally incomplete, lots of missing information.
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Old January 28th, 2005, 01:39 PM
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High Guard is a complete combat system, you just can't damage cargo holds short of blowing up the other ship. (No wonder there's so much piracy then?)

You can get the Mayday rules here:

http://www.farfuture.net/ffe/n5510e.html

Which include a simple vector movement system for use with High Guard.

-HJC
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  #24  
Old January 28th, 2005, 01:39 PM
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High Guard is a complete combat system, you just can't damage cargo holds short of blowing up the other ship. (No wonder there's so much piracy then?)

You can get the Mayday rules here:

http://www.farfuture.net/ffe/n5510e.html

Which include a simple vector movement system for use with High Guard.

-HJC
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  #25  
Old January 28th, 2005, 01:50 PM
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Is High Guard just a rpg version of the system used in Imperium and Fifth Frontier War?

I noticed right off that its just two ranges, short and long which is exactly how Imperium works. No plotting or mapping of spaceship positions. Rules still seem awful vague to me on certain things.
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  #26  
Old January 28th, 2005, 01:50 PM
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Is High Guard just a rpg version of the system used in Imperium and Fifth Frontier War?

I noticed right off that its just two ranges, short and long which is exactly how Imperium works. No plotting or mapping of spaceship positions. Rules still seem awful vague to me on certain things.
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  #27  
Old January 28th, 2005, 05:15 PM
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"Rules still seem awful vague to me on certain things."

Ask away, I couldn't think of a better group to clear things up.

Oddly enough Imperium has more tactical options than High Guard does, so I added a few:

http://www.io.com/~hcobb/hg/HG_Rules.txt
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Old January 28th, 2005, 05:15 PM
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"Rules still seem awful vague to me on certain things."

Ask away, I couldn't think of a better group to clear things up.

Oddly enough Imperium has more tactical options than High Guard does, so I added a few:

http://www.io.com/~hcobb/hg/HG_Rules.txt
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  #29  
Old January 28th, 2005, 07:25 PM
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Thanks for sharing your variant HG ideas Henry. I am going to look more closely at them this evening.
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  #30  
Old January 28th, 2005, 07:25 PM
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Thanks for sharing your variant HG ideas Henry. I am going to look more closely at them this evening.
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