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  #1  
Old June 22nd, 2016, 07:53 PM
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Default Sell MGT 2e to me

Hi all

I have the 2008 1st Edition of MGT and I've played it several times. I liked it.

Can anybody give me good reasons why I should buy a copy of the new Mongoose core book?
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Old June 23rd, 2016, 05:19 AM
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It's not too much different to the 2008 edition, although it's tightened up mechanically and spruced up the presentation a lot. There are a few new ideas (Prison career, Boon/Bane Dice, the use of Leadership in combat), and a few adjustments in some of the design rules but it's largely compatible with what came before, with a lot of stuff projected to come in the future now too. I'd note that they have chosen to put all the ship design info in the High Guard supplement now (to keep it all in one place) which some long time fans have expressed issues over. The most iconic ships are included as examples though and the various system sets are complete.

In my view, it's the most accessible and best presented version of the game ever. It's so straightforward and fun it's practically a pick-up-and-play game now.
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Old June 23rd, 2016, 09:14 AM
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Quote:
Originally Posted by Echo View Post
There are a few new ideas (Prison career, Boon/Bane Dice, the use of Leadership in combat).
Are Boon/Bane dice like the threat / despair / advantage/ triumph dice in FFG Star Wars RPG?

Kind regards

David
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Old June 23rd, 2016, 12:41 PM
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They are more like the advantage/disadvantage dice in 5E D&D.

My players love the mechanics of it.

If the situation grants a boon you roll 3d6 and discard the lowest.

If the situation is baneful then you roll 3d and discard the highest die.
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Old June 24th, 2016, 12:11 AM
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Quote:
Originally Posted by mike wightman View Post
If the situation is baneful then you roll 2d and discard the highest die.
3d6
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Old June 24th, 2016, 12:21 AM
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Quote:
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3d6
I was wondering about that.
Rolling on the equivalent of 1d6 was quite a bane!
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Old June 24th, 2016, 08:49 AM
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Quote:
Originally Posted by mike wightman View Post
They are more like the advantage/disadvantage dice in 5E D&D. My players love the mechanics of it.
If the situation grants a boon you roll 3d6 and discard the lowest.
If the situation is baneful then you roll 2d and discard the highest die.
Thank you, we tried Star Wars and found it a bit fiddly, the D&D 5e method seems much slicker, must give it a try.

Kind Regards

David
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Old June 24th, 2016, 01:21 PM
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Quote:
Originally Posted by dmccoy1693 View Post
3d6
Typo now corrected
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Old June 24th, 2016, 09:25 PM
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Here are some of, what I think, are the key changes.

Organization: 2nd Edition moves ship design from the Core Rulebook to High Guard (which isn't out yet). It also seems to have fewer items and equipment in it (but more than enough to get started) and has moved it to the Central Supply Catalog (available now as PDF, soon in print). They have also vastly improved the presentation of everything with new artwork and layouts. For instance, the Equipment section looks like a mail-order catalog. It's pretty cool.

Chargen: I think chargen is a bit smoother and has been tweaked nicely. They have beefed up the pre-career education section, added a Prisoner career, and tweaked things a bit. My group likes it and we had a blast rolling up characters. Skills have been tweaked as well with fewer skills that are generally better defined.

Combat: The biggest change here is that there is now a mechanic for mixed-mode combat. That is people shooting at a vehicle or ship and vice versa. There have been plenty of little tweaks to make things go smoother as well, but it will feel very familiar to 1st edition players.

The boon/bane thing has already been explained, and I think it is a really good mechanic and makes it much easier to accommodate for some of the more crazy things players try to do.

The thing is that, as of this moment, I couldn't give anyone who is currently using 1st Edition a compelling reason to move to 2nd Edition other than the fact that all new products will be for the new version. I think part of the decision is based on how much you have invested in the extended 1st edition materials such as the extended career books, etc.
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Old June 25th, 2016, 01:02 PM
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Thanks, everyone for the feedback on this.

Another question:

Are the rules changes/tweaks in MGT 2e subtle enough for me to be able to run CT Adventures and Double Adventures?

(For example, I have run the CT Double Adventure "Across The Bright Face" using MGT 1e rules without having to house rule or change anything significantly.)
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