• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Changes from Classic Traveller

This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
 
This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
 
This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
 
In short MT is one attempt to amalgamate the various CT add on games: e.g to incorporate AHL/Striker into combat.

The task system was added from the Traveller's Digest magazine and replaced the old 8+ rule. You can get it on the web somewhere.

Characters are almost exactly the same - the CT bk1 and supp4 (basic) systems are tweaked to give basic characters the same skill levels as bk4-7 (advanced) characters. Apart from that its the same.

Starship and vehicle design was 'streamlined' (i.e. made more complicated) into a Striker type system.

Error were even more common than CT - I just stuck errata in my old books with paper clips and it adds over an inch to the Refs manual.
 
In short MT is one attempt to amalgamate the various CT add on games: e.g to incorporate AHL/Striker into combat.

The task system was added from the Traveller's Digest magazine and replaced the old 8+ rule. You can get it on the web somewhere.

Characters are almost exactly the same - the CT bk1 and supp4 (basic) systems are tweaked to give basic characters the same skill levels as bk4-7 (advanced) characters. Apart from that its the same.

Starship and vehicle design was 'streamlined' (i.e. made more complicated) into a Striker type system.

Error were even more common than CT - I just stuck errata in my old books with paper clips and it adds over an inch to the Refs manual.
 
In short MT is one attempt to amalgamate the various CT add on games: e.g to incorporate AHL/Striker into combat.

The task system was added from the Traveller's Digest magazine and replaced the old 8+ rule. You can get it on the web somewhere.

Characters are almost exactly the same - the CT bk1 and supp4 (basic) systems are tweaked to give basic characters the same skill levels as bk4-7 (advanced) characters. Apart from that its the same.

Starship and vehicle design was 'streamlined' (i.e. made more complicated) into a Striker type system.

Error were even more common than CT - I just stuck errata in my old books with paper clips and it adds over an inch to the Refs manual.
 
Originally posted by Breschau of Livonia:
This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
1) it took the DGP task system, and moved it into the main rules.

2) it integrated the striker design sequences into the main rules, and the HG weapons.

2.1) Fuel requirements changed from 10% per Jn, to 5x Jump Drive.

2.2) Changed from installing a bridge to installing sufficient control panels.

2.3) changes the meaning of agility.

2.4) discarded the Striker WEAPON DESIGN sequences.

2.5) subtle changes to streamlining types, and introduced Airframe.

3) integrated a striker-esque combat system. Used CT/Snapshot range bands, Striker Pen and AV, and a separate damage stat.

3.1) introduced the concept of better hit=better damage to traveller rulesets.

3.2) delayed changing the dice of damage to attribute damage until "The adrenaline wears off" (after the engagement)

3.3) intrduced a hits stat, which is 1 per 3 points of damage taking attribute. Dice of Damage under CT became Damage points (altho many DF slugthrowers came across at 3 damage),

3.4) introduced interrupt mechanics. Elegant if used right, problematic if not fully understood.

3.5) integrated personal scale damage and vehicular damage.

3.6) provided personal/vehicle scale damage stats for starship weapons.

4) changed CG slightly (majorly, to some)

4.1) added special duty to basic CG, to make characters more compatable with advanced generated characters
4.2) introduced homeworld effects upon CG.
4.3) increased the number of skill cascades over CT. (Later editions, TNE and T4, changed this term to clusters)
4.4) added anagathics to the CG options and clearly defined mechanics for them.
4.5) included the careers from Supp 4: Citizens
4.6) Advanced Flyers in supplement COACC
4.7) Starmerc CG in Supplement Hard Times

5) Integrated Bk 6 system design into core.

6) Used the erchant Prince cargo system.

7) incorporated Sups 8 & 11 Library data

8) massive equipment list

9) linked more tightly to the OTU; setting materials mostly not in "Base 3" books, but in supplemments. OTU setting now in core rules.

9.1) Shattered the imperium into the second civil war.

10) In supplement "Hard Times" canonized pregravitic spacecraft at TL 9.

11) Used HG for ship combat, reworked into task format.

12) reworked and expanded Aslan, Solomani, Vargr races; introduced Vilani as a detailed "alien" race.

13) provided (in Ref's Companion) rules for mass combat (as in miniatures or counters play) which integrated directly with the RP rules.
13.1) this is the best reason for the separate damage stat: it makes the consolidated units have a single pen, atten, and damage stat, which works when firing on ANY size unit. Since Damages and hit point are totalled, while Pen, AV, and atten are averaged, units need not be comparable size.
13.2) ships having full combat stats makes it possible to determine the effects of tanks, personal arms, and starships upon each other. (Sandcasters are GREAT AntiPersonel weapons)
13.3) provided multiple scales of combat.

14) Research and experimentation rules using the task system. These are worth it if you can find Ref's Companion.

15) added an experience system. The "Advancement Tallies" are a slow way, but work VERY well at keeping characters fgrm gaining too fast. Problem: no limit on number of skills which can be gaining tallies at a time... so it is possible to take a character and, in one year, with lucky rolls, to raise 20 skills to level 1. 1 AT per 90 days Maximum for any given skill. Roll Difficult, Int, AT's to gain level, fateful, instant. May roll once per month. On success, AT's for that skill go away, skill goes up one level.

16) added costs of living: Cr250 x Soc per month. This includes food, clothing, housing and recreation. Assuming Cr1 = USD$1, I'm about soc 2.

16.1) adds "apparent Social Standing" to differentiate social upbringing and savoire faire from how well one lives. (I'm probably actually Soc 7-8, with Apparent soc of 2.

I may have missied a few items, but these are the major bits.
 
Originally posted by Breschau of Livonia:
This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
1) it took the DGP task system, and moved it into the main rules.

2) it integrated the striker design sequences into the main rules, and the HG weapons.

2.1) Fuel requirements changed from 10% per Jn, to 5x Jump Drive.

2.2) Changed from installing a bridge to installing sufficient control panels.

2.3) changes the meaning of agility.

2.4) discarded the Striker WEAPON DESIGN sequences.

2.5) subtle changes to streamlining types, and introduced Airframe.

3) integrated a striker-esque combat system. Used CT/Snapshot range bands, Striker Pen and AV, and a separate damage stat.

3.1) introduced the concept of better hit=better damage to traveller rulesets.

3.2) delayed changing the dice of damage to attribute damage until "The adrenaline wears off" (after the engagement)

3.3) intrduced a hits stat, which is 1 per 3 points of damage taking attribute. Dice of Damage under CT became Damage points (altho many DF slugthrowers came across at 3 damage),

3.4) introduced interrupt mechanics. Elegant if used right, problematic if not fully understood.

3.5) integrated personal scale damage and vehicular damage.

3.6) provided personal/vehicle scale damage stats for starship weapons.

4) changed CG slightly (majorly, to some)

4.1) added special duty to basic CG, to make characters more compatable with advanced generated characters
4.2) introduced homeworld effects upon CG.
4.3) increased the number of skill cascades over CT. (Later editions, TNE and T4, changed this term to clusters)
4.4) added anagathics to the CG options and clearly defined mechanics for them.
4.5) included the careers from Supp 4: Citizens
4.6) Advanced Flyers in supplement COACC
4.7) Starmerc CG in Supplement Hard Times

5) Integrated Bk 6 system design into core.

6) Used the erchant Prince cargo system.

7) incorporated Sups 8 & 11 Library data

8) massive equipment list

9) linked more tightly to the OTU; setting materials mostly not in "Base 3" books, but in supplemments. OTU setting now in core rules.

9.1) Shattered the imperium into the second civil war.

10) In supplement "Hard Times" canonized pregravitic spacecraft at TL 9.

11) Used HG for ship combat, reworked into task format.

12) reworked and expanded Aslan, Solomani, Vargr races; introduced Vilani as a detailed "alien" race.

13) provided (in Ref's Companion) rules for mass combat (as in miniatures or counters play) which integrated directly with the RP rules.
13.1) this is the best reason for the separate damage stat: it makes the consolidated units have a single pen, atten, and damage stat, which works when firing on ANY size unit. Since Damages and hit point are totalled, while Pen, AV, and atten are averaged, units need not be comparable size.
13.2) ships having full combat stats makes it possible to determine the effects of tanks, personal arms, and starships upon each other. (Sandcasters are GREAT AntiPersonel weapons)
13.3) provided multiple scales of combat.

14) Research and experimentation rules using the task system. These are worth it if you can find Ref's Companion.

15) added an experience system. The "Advancement Tallies" are a slow way, but work VERY well at keeping characters fgrm gaining too fast. Problem: no limit on number of skills which can be gaining tallies at a time... so it is possible to take a character and, in one year, with lucky rolls, to raise 20 skills to level 1. 1 AT per 90 days Maximum for any given skill. Roll Difficult, Int, AT's to gain level, fateful, instant. May roll once per month. On success, AT's for that skill go away, skill goes up one level.

16) added costs of living: Cr250 x Soc per month. This includes food, clothing, housing and recreation. Assuming Cr1 = USD$1, I'm about soc 2.

16.1) adds "apparent Social Standing" to differentiate social upbringing and savoire faire from how well one lives. (I'm probably actually Soc 7-8, with Apparent soc of 2.

I may have missied a few items, but these are the major bits.
 
Originally posted by Breschau of Livonia:
This is something of a silly question and I've seen some of the answer a piece at a time, but I'm hoping to get the answer collected in one place... What, from a rules standpoint, did MegaTraveller change from Classic Traveller?

I've heard some people mention a streamlined task resolution system was added, could someone describe it a little?

Also, how easy would it be to convert CT characters to MegaTraveller? I know for example CT to TNE would be rather tricky, but my impression is CT and MegaTraveller are fairly compatible with one another.
1) it took the DGP task system, and moved it into the main rules.

2) it integrated the striker design sequences into the main rules, and the HG weapons.

2.1) Fuel requirements changed from 10% per Jn, to 5x Jump Drive.

2.2) Changed from installing a bridge to installing sufficient control panels.

2.3) changes the meaning of agility.

2.4) discarded the Striker WEAPON DESIGN sequences.

2.5) subtle changes to streamlining types, and introduced Airframe.

3) integrated a striker-esque combat system. Used CT/Snapshot range bands, Striker Pen and AV, and a separate damage stat.

3.1) introduced the concept of better hit=better damage to traveller rulesets.

3.2) delayed changing the dice of damage to attribute damage until "The adrenaline wears off" (after the engagement)

3.3) intrduced a hits stat, which is 1 per 3 points of damage taking attribute. Dice of Damage under CT became Damage points (altho many DF slugthrowers came across at 3 damage),

3.4) introduced interrupt mechanics. Elegant if used right, problematic if not fully understood.

3.5) integrated personal scale damage and vehicular damage.

3.6) provided personal/vehicle scale damage stats for starship weapons.

4) changed CG slightly (majorly, to some)

4.1) added special duty to basic CG, to make characters more compatable with advanced generated characters
4.2) introduced homeworld effects upon CG.
4.3) increased the number of skill cascades over CT. (Later editions, TNE and T4, changed this term to clusters)
4.4) added anagathics to the CG options and clearly defined mechanics for them.
4.5) included the careers from Supp 4: Citizens
4.6) Advanced Flyers in supplement COACC
4.7) Starmerc CG in Supplement Hard Times

5) Integrated Bk 6 system design into core.

6) Used the erchant Prince cargo system.

7) incorporated Sups 8 & 11 Library data

8) massive equipment list

9) linked more tightly to the OTU; setting materials mostly not in "Base 3" books, but in supplemments. OTU setting now in core rules.

9.1) Shattered the imperium into the second civil war.

10) In supplement "Hard Times" canonized pregravitic spacecraft at TL 9.

11) Used HG for ship combat, reworked into task format.

12) reworked and expanded Aslan, Solomani, Vargr races; introduced Vilani as a detailed "alien" race.

13) provided (in Ref's Companion) rules for mass combat (as in miniatures or counters play) which integrated directly with the RP rules.
13.1) this is the best reason for the separate damage stat: it makes the consolidated units have a single pen, atten, and damage stat, which works when firing on ANY size unit. Since Damages and hit point are totalled, while Pen, AV, and atten are averaged, units need not be comparable size.
13.2) ships having full combat stats makes it possible to determine the effects of tanks, personal arms, and starships upon each other. (Sandcasters are GREAT AntiPersonel weapons)
13.3) provided multiple scales of combat.

14) Research and experimentation rules using the task system. These are worth it if you can find Ref's Companion.

15) added an experience system. The "Advancement Tallies" are a slow way, but work VERY well at keeping characters fgrm gaining too fast. Problem: no limit on number of skills which can be gaining tallies at a time... so it is possible to take a character and, in one year, with lucky rolls, to raise 20 skills to level 1. 1 AT per 90 days Maximum for any given skill. Roll Difficult, Int, AT's to gain level, fateful, instant. May roll once per month. On success, AT's for that skill go away, skill goes up one level.

16) added costs of living: Cr250 x Soc per month. This includes food, clothing, housing and recreation. Assuming Cr1 = USD$1, I'm about soc 2.

16.1) adds "apparent Social Standing" to differentiate social upbringing and savoire faire from how well one lives. (I'm probably actually Soc 7-8, with Apparent soc of 2.

I may have missied a few items, but these are the major bits.
 
Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
 
Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
 
Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
 
Originally posted by ACK:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
</font>[/QUOTE]Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
 
Originally posted by ACK:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
</font>[/QUOTE]Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
 
Originally posted by ACK:
</font><blockquote>quote:</font><hr />Originally posted by Aramis:

I may have missied a few items, but these are the major bits.
My god, can I quote that monster list sometimes?

That is incredibly thorough.

I started out with MT and even though I prefer the CT milleu I still like much about the MT ruleset.

Thanks for the summary.
</font>[/QUOTE]Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
 
Originally posted by Aramis:
Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
I like the MT rules with the CT milleu I admit.

Was never much of a gearhead but appreciated the combat system even though it was just a bit convoluted in places.

The experience system was ok but I still prefer Andy Slack's simplier process of giving everyone 1-3 experience points until you get 8 and then you can progress one skill point in a skill you used during that game.

I still consider it the best task system ever. That is right I said it. Of course, for the CT fans, it was pretty much the Digest Group system which was much loved in the day.

Wish I still had the books. I lost pretty much all of my MegaTraveller stuff now. I miss the rule books and the Megatraveller and Traveller Digest articles and the 101 Vehicles from Digest Group.

All of it, good stuff.
 
Originally posted by Aramis:
Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
I like the MT rules with the CT milleu I admit.

Was never much of a gearhead but appreciated the combat system even though it was just a bit convoluted in places.

The experience system was ok but I still prefer Andy Slack's simplier process of giving everyone 1-3 experience points until you get 8 and then you can progress one skill point in a skill you used during that game.

I still consider it the best task system ever. That is right I said it. Of course, for the CT fans, it was pretty much the Digest Group system which was much loved in the day.

Wish I still had the books. I lost pretty much all of my MegaTraveller stuff now. I miss the rule books and the Megatraveller and Traveller Digest articles and the 101 Vehicles from Digest Group.

All of it, good stuff.
 
Originally posted by Aramis:
Long as you cite me, no problems with quoting it.

MT is the most flexible ruleset out to date, IMO, due to the integration level between personal, vehicular, and spacecraft damage taking capabilities. Not perfect, but very workable. Especially for military type games.
I like the MT rules with the CT milleu I admit.

Was never much of a gearhead but appreciated the combat system even though it was just a bit convoluted in places.

The experience system was ok but I still prefer Andy Slack's simplier process of giving everyone 1-3 experience points until you get 8 and then you can progress one skill point in a skill you used during that game.

I still consider it the best task system ever. That is right I said it. Of course, for the CT fans, it was pretty much the Digest Group system which was much loved in the day.

Wish I still had the books. I lost pretty much all of my MegaTraveller stuff now. I miss the rule books and the Megatraveller and Traveller Digest articles and the 101 Vehicles from Digest Group.

All of it, good stuff.
 
Some good work by the preceding folks. Aramis especially gets the nod, though we'd differ in degree on a couple of his comments.

Q for Aramis: Hard Times - was there a new advanced career resolution for mercs in it?

Comment: CT to MT ----> The supplements from CT that have NPCs look awful anemic skill wise compared to MT characters - the special duty even in basic generation or the advanced generation plus homeworld skills with brownie points just tend to spit out slightly more well rounded or tougher characters. Other than that, the character sheet itself requires maybe two stats (life experience, determination and hits... okay three...). And they are all derivative of the basics, so nothing really new or hard to do. Really, a CT character looks like and MT character. Add a few extra skill levels and he would be.

The only other difference is MT provides some wider versions of some skills - Wheeled Vehicle for now subsumes ATV. Handgun subsumes revolver, auto pistol, snub pistol and gauss pistol. Laser Weapons... well, you get the idea. These cascades make sense and would be not too hard to retrofit with some judgement.

So, the conversion is easier than between MT and TNE and between any prior version and T20.
 
Some good work by the preceding folks. Aramis especially gets the nod, though we'd differ in degree on a couple of his comments.

Q for Aramis: Hard Times - was there a new advanced career resolution for mercs in it?

Comment: CT to MT ----> The supplements from CT that have NPCs look awful anemic skill wise compared to MT characters - the special duty even in basic generation or the advanced generation plus homeworld skills with brownie points just tend to spit out slightly more well rounded or tougher characters. Other than that, the character sheet itself requires maybe two stats (life experience, determination and hits... okay three...). And they are all derivative of the basics, so nothing really new or hard to do. Really, a CT character looks like and MT character. Add a few extra skill levels and he would be.

The only other difference is MT provides some wider versions of some skills - Wheeled Vehicle for now subsumes ATV. Handgun subsumes revolver, auto pistol, snub pistol and gauss pistol. Laser Weapons... well, you get the idea. These cascades make sense and would be not too hard to retrofit with some judgement.

So, the conversion is easier than between MT and TNE and between any prior version and T20.
 
Back
Top