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Pre-Release Discussion Archive of the pre-release T5 Public

 
 
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  #1  
Old August 7th, 2007, 05:29 PM
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Default What's Coming in T5

Brought up in another thread was a PDF that Marc had available that gave an overview of what you can expect in T5. I contacted Marc and got his permission to make that PDF available here. Just click on the attachment below.
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File Type: pdf T5 Coming In T5.pdf (118.9 KB, 987 views)
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Old August 7th, 2007, 06:06 PM
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To be honest, although T5 is obviously a done deal I see nothing here that hasn't already been mooted (no pun intended) in the playtest forums and much which has been highly criticised for being either unplayable or over-complex.

I have until this point been ever the optimist regarding T5, believing that from CT/MT/T4 a really excellent game could be produced, modern and exciting. But what is being hinted at in that document is everything that has been slated so far.

Flux

Font based deckplans

Knowledges full of potential but looking dodgy.

Dice Pools: they really *@£$ me off. So much for simplicity.

Inconsistent Attributes: bad enough changing attributes between systems but when PC's in one system all have different attributes......

I hope Matt Sprange knows what he's getting himself into.
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  #3  
Old August 7th, 2007, 06:20 PM
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I just read that PD and nothing really jumped out at me as a must have.

I was never a big fan of the Traveller aliens and as for Robot characters, I like them even less.

It seems to me that they are making things even more complex than needs be. Like the Dice chapter that states it will have charts showing all posible outcomes. Do we really need that? I am all for realism, but not at the expense of playability. What is wrong with a plain old percentage chance.

On the positive side I like some of the stuff mentioned in the Character creation.

I guess I will have to take a wait and see approach, I may end up loving it, (I will end up buying it) But for now I will be happy playing T20.

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Old August 7th, 2007, 06:20 PM
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Quote:
Flux
Actually it's not a bad idea. Helps if you have a bit more information on how it works and is applied.

Quote:
Font based deckplans
Again a pretty nice idea. Makes it fairly easy to put together a deckplan.

Quote:
Knowledges full of potential but looking dodgy.
Not really a whole lot different from cascade skills.

Quote:
Dice Pools: they really *@£$ me off. So much for simplicity.
Not a huge fan myself, but it works.

Quote:
Inconsistent Attributes: bad enough changing attributes between systems but when PC's in one system all have different attributes......
This isn't a new thing. Been around in Traveller since CT.
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Old August 7th, 2007, 06:30 PM
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This is essentially a minor revision of a document released last year. It gives me little hope for T5 being playable.

As for the xd6 system, it barely works, and precludes effective use of "undeclared difficulty tasks" (a common GM use), and makes uncertain tasks awkward.

The emphasis on "RDME" is another way of saying "Game Construction Kit" or "Needless complexity"...
... and that isn't of need a good thing....
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Old August 7th, 2007, 06:43 PM
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Actually I'm mildy affirmative in my outlook to this draft.

It is expressed in a somewhat technical, equational manner. Hopefully when that's translated into proper RP prose it won't look so complicated.

If you expressed d20 in such a way it would look even more complex and arcane.

If you compare it to the alchemy in Burning Wheel it's downright simple, and that didn't seem so complicated once I'd read through it.

As for tables, possibly they are just for reference, rather than necessary for play?

I think a systematic creation system for aliens and robots is handy, playable characters or not. And a drag and drop starship design sequence has potential. Shouldn't be too difficult to whip up a flash based app to replicate it, inc deckplans.

If T5 is meant to be the advanced grognard toolkit for obsessive players and refs, and the Mongoose version an 'out of the box' play version, then on reflection I'm not unhappy with what I've seen so far. Still work to be done, but a 5 page summary does not an rpg make.
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Old August 7th, 2007, 07:19 PM
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Quote:
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the advanced grognard toolkit for obsessive players
with 1000 pages - yes I think it might be (rubs hands with glee).

(& I see that drunk hiver is back and managed to get into the preview)
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Old August 7th, 2007, 07:54 PM
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Quote:
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Flux
Actually it's not a bad idea. Helps if you have a bit more information on how it works and is applied.
My biggest complaint is having to find a way to distinguish "positive" and "negative" dice. If you have to mark up the dice you take out of the Monopoly set, it gets a little tougher to just grab and go.

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Quote:
Originally Posted by Border Reiver View Post
Knowledges full of potential but looking dodgy.
Not really a whole lot different from cascade skills.
I haven't had a chance to really look yet, but they were being touted (in discussions in the Moot) as something different than cascades. They might be good, but they will add complexity (if you use them).
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Old August 7th, 2007, 08:48 PM
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Where's the Droyne?
Everything is better with Droyne!
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Old August 7th, 2007, 09:06 PM
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Where's the Droyne?
Everything is better with Droyne!
Or at least chocolate covered droyne...
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