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Changes from Classic Traveller

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.
 
Originally posted by kaladorn:
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?
no. There was a new advanced career: starmerc, but it is NOT groundpounders.

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.
agreed on most points. Several skills change in what they do... most noteably the Jack of all trades skill.

Instead of granting a chance of a level-0, it provides automatic retries on non-fateful tasks. Many of us use both modes.

CT characters can be used in MT with few problems; add a d6 extra skill levels!

MT characters tend to be more focussed, due to the ability to pick particular skills out of cascades. Although, by the same token, some players (and vilani characters) take a level of everything.... Vilani characters are absolutely frightening (Trader 9 anybody? Seen it... *shudder* 18 day valid predictions) at high numbers of terms, and the ability to take 9 terms and still be hale and hearty is, shall we say, quite profound.

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
 
Originally posted by kaladorn:
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?
no. There was a new advanced career: starmerc, but it is NOT groundpounders.

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.
agreed on most points. Several skills change in what they do... most noteably the Jack of all trades skill.

Instead of granting a chance of a level-0, it provides automatic retries on non-fateful tasks. Many of us use both modes.

CT characters can be used in MT with few problems; add a d6 extra skill levels!

MT characters tend to be more focussed, due to the ability to pick particular skills out of cascades. Although, by the same token, some players (and vilani characters) take a level of everything.... Vilani characters are absolutely frightening (Trader 9 anybody? Seen it... *shudder* 18 day valid predictions) at high numbers of terms, and the ability to take 9 terms and still be hale and hearty is, shall we say, quite profound.

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
 
Originally posted by kaladorn:
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?
no. There was a new advanced career: starmerc, but it is NOT groundpounders.

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.
agreed on most points. Several skills change in what they do... most noteably the Jack of all trades skill.

Instead of granting a chance of a level-0, it provides automatic retries on non-fateful tasks. Many of us use both modes.

CT characters can be used in MT with few problems; add a d6 extra skill levels!

MT characters tend to be more focussed, due to the ability to pick particular skills out of cascades. Although, by the same token, some players (and vilani characters) take a level of everything.... Vilani characters are absolutely frightening (Trader 9 anybody? Seen it... *shudder* 18 day valid predictions) at high numbers of terms, and the ability to take 9 terms and still be hale and hearty is, shall we say, quite profound.

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
 
Originally posted by Aramis:

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
Ok, I always limited terms anyway to 4 terms or 3 terms plus higher ed (college or military acad) and capped out skills single speciality at number of terms to make them broaden their skill base out.

It all depended on the group. Most folks do not need limits and do not like playing 40+ year old retirees anyway. Sure, it is refreshing not playing another wet behind the years 18 year old schmuck. Still the majority of character did not like playing old-timers any better. The majority of players understood the idea of balance.

Some did not and ... well I limited them.
 
Originally posted by Aramis:

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
Ok, I always limited terms anyway to 4 terms or 3 terms plus higher ed (college or military acad) and capped out skills single speciality at number of terms to make them broaden their skill base out.

It all depended on the group. Most folks do not need limits and do not like playing 40+ year old retirees anyway. Sure, it is refreshing not playing another wet behind the years 18 year old schmuck. Still the majority of character did not like playing old-timers any better. The majority of players understood the idea of balance.

Some did not and ... well I limited them.
 
Originally posted by Aramis:

CT Advanced characters and MT advanced characters are nearly identical; MT ones are either more generalist (Lots of level 1 skills) or more specialized (Depth in sungle skill from cascades).

Due to the higher number of skills per term, not just to Special Duty, but also Bonus Skills for making career rolls by 4+, MT characters will more often hit the Int+Edu limts than CT basic characters.
Ok, I always limited terms anyway to 4 terms or 3 terms plus higher ed (college or military acad) and capped out skills single speciality at number of terms to make them broaden their skill base out.

It all depended on the group. Most folks do not need limits and do not like playing 40+ year old retirees anyway. Sure, it is refreshing not playing another wet behind the years 18 year old schmuck. Still the majority of character did not like playing old-timers any better. The majority of players understood the idea of balance.

Some did not and ... well I limited them.
 
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
 
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
 
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
 
Hi,

well, there are really little things to add to aramis' pretty work.
You did that comparison a time ago already ?

I would be glad about a reprint with incorporated errata and a few more clarifications about some points regarding combat/space combat.
(interrupts, space combat visual range rule).

Nevertheless its my favorite rulesystem


Originally posted by Elliot:
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
I set no limit.
As I use the Edu+Int skill-level limit, characters tend to limit their skill-level for one skill by themself, in order to have some levels left for other things....

I just would not like to stop any character from beeing a mega-expert in his job.

What we still got - regarding the rules - would be the +/- 8 limit of all the DMs.

Best regards,

Mert
 
Hi,

well, there are really little things to add to aramis' pretty work.
You did that comparison a time ago already ?

I would be glad about a reprint with incorporated errata and a few more clarifications about some points regarding combat/space combat.
(interrupts, space combat visual range rule).

Nevertheless its my favorite rulesystem


Originally posted by Elliot:
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
I set no limit.
As I use the Edu+Int skill-level limit, characters tend to limit their skill-level for one skill by themself, in order to have some levels left for other things....

I just would not like to stop any character from beeing a mega-expert in his job.

What we still got - regarding the rules - would be the +/- 8 limit of all the DMs.

Best regards,

Mert
 
Hi,

well, there are really little things to add to aramis' pretty work.
You did that comparison a time ago already ?

I would be glad about a reprint with incorporated errata and a few more clarifications about some points regarding combat/space combat.
(interrupts, space combat visual range rule).

Nevertheless its my favorite rulesystem


Originally posted by Elliot:
I always limited skills to 5 levels on the thinking that if 3 in medic was a doctor then 5 was about as high as an individual could go.

That limit was arbitrary and had nowt to do with a statistical analysis, but it seemed to work.
I set no limit.
As I use the Edu+Int skill-level limit, characters tend to limit their skill-level for one skill by themself, in order to have some levels left for other things....

I just would not like to stop any character from beeing a mega-expert in his job.

What we still got - regarding the rules - would be the +/- 8 limit of all the DMs.

Best regards,

Mert
 
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
 
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
 
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
 
Originally posted by Aramis:
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
I did my chracter creation limits on skill levels mostly for the purpose of leaving room for growth since the experience rules incorporated the idea of improving your skills better than the CT system.

It was not for me as much a game balance thing.
 
Originally posted by Aramis:
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
I did my chracter creation limits on skill levels mostly for the purpose of leaving room for growth since the experience rules incorporated the idea of improving your skills better than the CT system.

It was not for me as much a game balance thing.
 
Originally posted by Aramis:
Only a few skills can benefit from levels of higher than 8...

Trader: 3xLevel is valid days for predictions.
Jack-o-a-T: number of retries before a determination roll is required to retry again.
Many vehicle skills, the artillery skills, Navigation, Pilot, Tactics: as they serve as another skill at level-1, a level 9 is of use.
Trader: it is used as the determinant of how long a prediction is good for, but this is NOT actually in the MT rules. See CT:Bk7:Merchant Prince. 3 days per level... so level one was NOT worthy. Hence this is probably why the number was removed.
Admin, Streetwise, Steward,Liaison: apply level as dm's on non-task rolls for passengers and cargos.
I did my chracter creation limits on skill levels mostly for the purpose of leaving room for growth since the experience rules incorporated the idea of improving your skills better than the CT system.

It was not for me as much a game balance thing.
 
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