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  #11  
Old August 9th, 2007, 03:03 AM
Dom Dom is offline
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If anything, T4 had the most 'together' version of the combat system of all the core Traveller rulesets (ignoring d20 and GURPS here). I'm hoping it makes it across.

The task system is pretty simple, but I could also handle a MT style target number system with ease.

I'm hoping the High Guard / T20 design sequence makes the rules as well.

Dom
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  #12  
Old August 9th, 2007, 11:42 AM
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Quote:
Originally Posted by Dom View Post
I'm hoping the High Guard / T20 design sequence makes the rules as well.
Me, I'm hoping that the content found in Books 1-3 will be in the SRD, at the very least. I'd love it if more would make it in, but I definitely hope at least the above minimum makes it.

With that much, we can create characters, combat, ships, worlds, animals, trade, and basically run a complete Traveller game from the SRD. Also, it opens all of those systems up for development by third-party contributors. If a sub-system is missing, games based on the SRD won't be able to use that sub-system, and the license will suffer a little for it.

My Thoughts, Anyway,
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  #13  
Old August 10th, 2007, 04:21 PM
Drakon Drakon is offline
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Aslong as you can still die during character gen, I'm happy.
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  #14  
Old August 10th, 2007, 09:49 PM
Ptah Ptah is offline
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Great news to me. Will certainly buy, would love to have a non-d20 based version of Traveller that is under active publication. Sorry Hunter.
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  #15  
Old August 11th, 2007, 06:24 AM
Judas Iscariot Judas Iscariot is offline
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Personally, I think tht the whole Mongoose Traveller/T5 situation is awsome.

I love to have a simple game that I can play ad not have to worry about all kinds of fiddling details, which is what the Mongoose portion of the game is to be, as I understand it.

I also LOVE to have available all of the fiddly bits to a system that willl allow me to deconstruct the system if need be...

There is also the fact that Mongoose will likely have the money to do a decent set of miniatures.

And, when the time comes, they will be able to do a decent set of miniatures rules (Beginning with a Skirmish set from what I understand)...

I am hoping that I can sell (Metaphorically) the concept I have been playing with for the last few years with Striker of doing a multi-level/layer set of miniatures rules that will allow players to fight a Skirmish battle that is part of a larger battle, and then move up the levels/layers to a higher level of abstraction (less detail, but more units) to see how their Skirmish affected the Larger Battle... Conversely, if they wanted to do a Planetary Invasion, they could play that out using an Operational level system, and then drop down to the Tactical or Skirmish levels to see how the Player characters were doing in their part of this Invasion (could be that the Player Characters are not even part of the military, but with the multi-layered rules system, it would still be possible for them to have some effect upon the battle)...

Again... Looking to get a multi-scaled line of miniatures to go with such a concept.. 25/28mm for the Skirmish game, 15mm for the Tactical/Unit based game (Platoon to Company level) and 6mm for the Grand Tactical to Operational level game (actually, you could probably use whatever scale minis you wanted for the Operational level, as each mini would represent a rather large number of men on the ground (or in the air, if they were grav equipped)...
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  #16  
Old August 12th, 2007, 05:04 PM
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Reaction to the news of the new edition has, as expected, ranged from reasoned to ridiculous (seen in particular on a general RPG forum you're all likely familiar with). I suppose that we all like to speculate and we all have our hopes for a new edition.

Personally, I just want to see the game treated well. Mongoose have not inspired confidence with many of their previous products, which are often good in spite of shocking editing, an obvious lack of playtesting and a rather poor content-to-price ratio... and of course there's the issue of failing to credit Steve Perrin in the new edition of RuneQuest. They have the resources and the experience to put out a really solid product, though, and to return Traveller, in whatever form, to being one of the best sci-fi games on the market.

I'm not really the market they are aiming at, of course, since I already own Traveller in the only edition I actually need and the problems I have with it have long ago been tinkered away, but I wish them well. Hopefully the setting won't be too tightly integrated into the game, which I think removes much of the enjoyment and wonder, and the mechanics will have the same level of simplicity and wide scope that the original had. It's too late to do anything beyond adding more fragmentation to Traveller - releasing a new edition is not going to make all the others go away - but for the many players who have never had the chance to play the game, or who have shied away from it because they didn't know where to start, this could be a golden opportunity to enjoy some superb gaming. Which is what it's all about, when you get down to it.
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  #17  
Old August 15th, 2007, 08:02 PM
Tim Soholt Tim Soholt is offline
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Quote:
Originally Posted by Dom View Post
The task system is pretty simple, but I could also handle a MT style target number system with ease.
The handful of dice depending on difficulty wasn't what I hated about the T4 task system.

The half-die wasn't what I hated about the T4 task system.

The fact that you could easily create a starting character with a better than 50% chance to succeed at an "Impossible" task was what I hated about the T4 task system. I sincerely hope that's changed in T5!
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