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.