Originally posted by robject:
Actually, Zakrol, that's the aim of all the folks in this particular topic. I admit to steering the conversation, since it slacked off and needs a kick to get going again.
Excellent! A minor concern is how the politics of the situation work. Given that CT+ has been officially canned, isn't that a worry that after we have brought together the pinnacle of Traveller perfection

that the powers that be might tell us it must never grace a website again?
But what the heck, here's my votes so far...
CT+ Probable Concepts
Separated from canon. CT+ implies the ruleset by which Traveller can be played, rather than the background. (Gruffty, robject)
Agreed. Especially as this might mean it could fall under the limited license? Can't remember the proposed terms but no OTU was one of them.
Plus, source books can be a later project
LBB1 - Chargen
MT's basic CG. (Sigg, Aramis, Fralix, robject, Taylor (I think), Zakrol, Maladominus (I think))
About 50 skills, cleaned up and integrated with all careers. (See topic) (Sigg, robject, Maladominus?)
Homeworld skills (level-0 or level-1), some chosen, prior to enlistment. (Taylor, Fritz88, robject)
Agreed on all the above.
Use Life Pursuits as a mechanism for player choice and/or specialization. (Sigg, Fritz88, robject)
Alternate, simple points based system: 42 + [years in career] points to spend on characteristics and skills. (Sigg)
Not sure about the life pursuits - some sort of non or less random chargen options should allow choice and specialisation.
A points based chargen would need thought to make it balance. We would need to know what a typical skill level is after a number of terms. Maybe make higher skill levels cost more to limit munchkinism? So a tentative yes as an alternative.
LBB1 - Task System
Target number scale of 4 8 12 16 20, and a DM of characteristic/3. (Aramis, Sigg, robject)
Definitely.
LBB1 - Equipment
Steal Peter Vernon's "Consolidated Equipment List": http://www.sff.net/people/kitsune/traveller/peter/vehicles.html
(Sigg, robject)
As long as it's broadly in line with CT/MT lists but from the page that sounds like the intention.
LBB2 - Starships
Include all the necessary deckplans of all typical player career ships (i.e. Types S, A, L, K, etc) in ONE section. (Maladominus, robject)
Yes. Good idea.
CT+ Unresolved Concepts
Chargen B - Skill Acquisition
On the acquired skills table: "pick from, or roll dice on, the following tables", with the caveat that if you choose, no more than two levels in a particular skill can be gained per term of service. (Sigg)
Eliminate random rolls for skills. (Taylor)
Allow for both approaches, with a suggested methods (kept to a handful - say: pure choice, pure random, a mix as I suggested in my previous post).
Have a combination of basic skills, choice, and randomly assigned skills depending on type of character. (Fralix)
Sounds similar to what I was suggesting for the mixed path, so yes.
No limit on number of skill levels. (Fralix)
Only for purely random acquisition. Chosen skills should have a limit as over high skill levels can break task systems on only 2d6.
Chargen E - Extras
A special duty roll to gain more benefits per tem. (Sigg, robject, Zakrol?)
Yes - if this is the MT concept. Useful as balancing mechanism between careers and other generation methods (if they end up in CT+)
Benefits: Rolls on the money table are what you have managed to save during your terms of service. Assume that the character has acquired any basic equipment reasonable to their past history. Unusual or special (for example, military only) equipment must be purchased or acquired by some means up to the PC and referee. (Fralix)
Sounds good.
Personal Combat
Armor reduces damage. (Sigg, Taylor, robject)
Agreed.
Use flexible vs rigid armor. (Sigg, robject)
T4/T20 hybrid damage system (simpler than MT's pen/dmg rules, closer to CT). (Sigg, robject, kafka47?)
Not able to comment as I'm not familiar with these rules.
Weapons should have pen and damage values. (Amazingly great for scalability, closer to MT) (Oz, Aramis, Bromgrev)
I do like the MT pen/dmg system though. Knowing just what your PGMP-14 does to the escaping scout ship drops out for free.
Keep the same old combat system, because changing it would seriously alter the "Classic setting". (Maladominus)
The original combat as was had too many can't hit and can't miss situations. The +/- factors were sometimes very high and there are only 11 possible rolls on 2d6.
Vehicle Design
Starship construction based on T20/High Guard. (Sigg, Fralix, Aramis)
Agreed.
Vehicle/Starship construction on two levels: a modular design level, somewhere between HG and LBB2 in complexity, and a module design level. (robject)
Yes and I think this can mesh with the above suggestion that T20/HG base be used. That is the modular design level - enough basic modules should be provided that the module design is not immediately needed.
A fully-scaled system for vehicle design, from scooters to starships (and beyond, to space stations). (Bromgrev, robject)
As long as it doesn't end up with MT complexity and having to count kilo-litres.
Vehicle Combat
Starship combat based on Mayday/LBB2 hybrid plus sensor tasks from MT. (Sigg, robject)
Use MT's damage rules. (Aramis)
Not really done enough ship combat to comment. I don't like the HG level of abstraction though.
Trade
Trade based on T20's tables, but with a per parsec revenue base. (Sigg)
LBB-based (perhaps revised) rules. (robject)
I'm all for per parsec revenue. A rebalance would be needed and something needs to be done of the gravitation of goods and passengers from high tech to low tech worlds that seems to be present in CT, MT and T20 systems.
Well, that was a bit of an epic. Robject, you are a brave man to undertake all this collation of opinions.... thanks for taking it on.