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  #41  
Old December 1st, 2007, 08:50 AM
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Originally Posted by deniable View Post
I figure the old timers will either use it or they won't. Having more bits to play with can't hurt. How many of us actually play any version of Traveller 'straight out of the box.'
I'm intrigued by this version but to be honest I think the price may put me off, not the rules.
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Old December 1st, 2007, 11:16 AM
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I'm intrigued by this version but to be honest I think the price may put me off, not the rules.
It will be out in PDF for about 60% cover about 3 months after release, if MgP follows their SOP.
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  #43  
Old December 1st, 2007, 05:40 PM
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I'm glad the full combat rules are in this newer version.
I also like the expanded char gen options as well as the tweakings.
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Old December 5th, 2007, 04:02 PM
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I have just briefly read through the V2 of the play test document. I see a few things I like and a few things I don't like. I see clear roots fromClassic Traveller, even though I never have played CT or owned the LBB.

I am intrigued by the combat rules, but they seem to require quite some bookkeeping with the initiative ticks.

I don't like the stat modifiers. MT did this better with its task system.

Thrusters, another can of worms. However it prevents fuel bookkeeping though. It is just to wait for the next near C rock piloted by.... discussion

Random skills receivement. I like that, even after several years with TNE, but it should be possibe to select at least half the skills received pr term.

When it comes to weapons I can't compare them with the weapons in either MT or TNE as many of the basic assumptions and rule mechanics seems to be very different.

I am not sure if I'll buy this book when it comes out.
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