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Houserules

Are the Trade tables that different, and more interesting, in T20? I thought they were basically CT with a d20?
 
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
 
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
 
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
 
Originally posted by Cymew:
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?
That's them.

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
I know what you mean :D
 
Originally posted by Cymew:
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?
That's them.

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
I know what you mean :D
 
Originally posted by Cymew:
Hmmm... let's see. I now see there are Hit Location tables for vehicles on p.74, and Starship Wpns on p.80 that I never saw before! Are those the one tables you mention?
That's them.

It makes me dizzy each time I re-read the MT rulebooks when I realize how much they contain.
I know what you mean :D
 
Cymew: Yes, those are the tables mentioned by Sigg...

Contacts: A contact is an asset gained during Character generation. Each contact is classified by type:
Military
Scout
Legal
Criminal
Science
Academic
Bureaucratic

I use a derivative of the contact process. For each career, I created a 1d6 table for contacts, 1 was always "any", 2-3 were usually obvious, and 4-6 were the correct type for the service.

I use one roll earned on the table for a term served, and 1 more for special duty, commission, or promotion. (but not for bonus skills...)

In play, a player can "Firm up" a contact when he needs a small favor; the contact then gets a name, and is somewhere reachable but still reasonable for them to be. A way of players having that extra friendly face when they need a clue...

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
 
Cymew: Yes, those are the tables mentioned by Sigg...

Contacts: A contact is an asset gained during Character generation. Each contact is classified by type:
Military
Scout
Legal
Criminal
Science
Academic
Bureaucratic

I use a derivative of the contact process. For each career, I created a 1d6 table for contacts, 1 was always "any", 2-3 were usually obvious, and 4-6 were the correct type for the service.

I use one roll earned on the table for a term served, and 1 more for special duty, commission, or promotion. (but not for bonus skills...)

In play, a player can "Firm up" a contact when he needs a small favor; the contact then gets a name, and is somewhere reachable but still reasonable for them to be. A way of players having that extra friendly face when they need a clue...

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
 
Cymew: Yes, those are the tables mentioned by Sigg...

Contacts: A contact is an asset gained during Character generation. Each contact is classified by type:
Military
Scout
Legal
Criminal
Science
Academic
Bureaucratic

I use a derivative of the contact process. For each career, I created a 1d6 table for contacts, 1 was always "any", 2-3 were usually obvious, and 4-6 were the correct type for the service.

I use one roll earned on the table for a term served, and 1 more for special duty, commission, or promotion. (but not for bonus skills...)

In play, a player can "Firm up" a contact when he needs a small favor; the contact then gets a name, and is somewhere reachable but still reasonable for them to be. A way of players having that extra friendly face when they need a clue...

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
 
Fritz88,

The contacts are given in each carreer. Some carreer have one per term, others more. They can be more or less specific and classified as "outlaw", "military" and suchlike. Kind of neat.

I have no idea how well they work, though. Considering the TNE campaign probably more often is contained in a smaller Pocket Empire or whatever that restarted civilization thingie is called (Reformation Coalition?), I guess it might work less well in a campaign where you cross sector borders. But I might be wrong, I have never used them.
 
Fritz88,

The contacts are given in each carreer. Some carreer have one per term, others more. They can be more or less specific and classified as "outlaw", "military" and suchlike. Kind of neat.

I have no idea how well they work, though. Considering the TNE campaign probably more often is contained in a smaller Pocket Empire or whatever that restarted civilization thingie is called (Reformation Coalition?), I guess it might work less well in a campaign where you cross sector borders. But I might be wrong, I have never used them.
 
Fritz88,

The contacts are given in each carreer. Some carreer have one per term, others more. They can be more or less specific and classified as "outlaw", "military" and suchlike. Kind of neat.

I have no idea how well they work, though. Considering the TNE campaign probably more often is contained in a smaller Pocket Empire or whatever that restarted civilization thingie is called (Reformation Coalition?), I guess it might work less well in a campaign where you cross sector borders. But I might be wrong, I have never used them.
 
Originally posted by Aramis:

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
I've understood as much.


So, T20 is more evolved than CT I guess. But, why is it based on Book 3, and not Book 7? I'd guessed that Book 7 would be more polished and more nice details, since it was published later. (Not that Book 3 is bad in any way...)
 
Originally posted by Aramis:

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
I've understood as much.


So, T20 is more evolved than CT I guess. But, why is it based on Book 3, and not Book 7? I'd guessed that Book 7 would be more polished and more nice details, since it was published later. (Not that Book 3 is bad in any way...)
 
Originally posted by Aramis:

As for the T&C from T20, it's a good bit improved over CT... especially since you can find multiple lots to purchase. And the T&C in MT is based on Bk7, not bk3; T20 is based on Bk3, and I had a big hand in it... as Did Dr Skull, and a few others...
I've understood as much.


So, T20 is more evolved than CT I guess. But, why is it based on Book 3, and not Book 7? I'd guessed that Book 7 would be more polished and more nice details, since it was published later. (Not that Book 3 is bad in any way...)
 
Then you've obviously never actually compared the two systems.

Bk3: 1 lot per week (many assumed per steward searching), plus set of lots for freight. Each purchaseable lot is identified by tye of good. So you are carrying things like "Air Raft Parts" or "Grain". Value per ton varied by type of good; some tradecodes modify each type of good, but not all codes affect any given good.

Bk 7: lots are defined by the trade codes of the sourceworld. prices based upon sourceworld and sale world tradecodes. Eg:
- Lot 5 is 50 tons 9-B NI
That's it detail wise. Base price is always 4K plus a few modifiers. Base sale is always 5K plus a few modifiers, and those are wider than the purchase was.

MT adds some rollout tables based upon resource types, but still uses the same Buy at 4K sell at 5K. Sou you can get some details about what it is, but again, no difference in density.

(BTW, in Bk3, grain is only worth purchasing if you get it for less than 50% and will be able to sell for 200% of base value.... Computers you'll make money hauling with an expected differential of 4 points.... Under Bk7, EVERYTHING is valued the same)

In Short, Bk7 is a far more abstract bit.

Bk3 was chose because it's better for roleplaying, and actually a slightly better (though still extremely broken according to the GTFT crowd) for simmulating the flow of trade from a player viewpoint.

If you want to play Corporate Carriers, you'll be far less swamped in paper if you use Bk 7.

Now, once we started playtesting it, we wanted more options, and it was switched froma d66 table (36 entries) to a d100 table (with more than 100 entries). More variety than Bk3.

T20 also incorporates the Broker rules from Bk7, and the Trader Rules as well: predicting the 1st die was AWESOMELY powerful. So, after much discussion, I forwarded a 3d table, Hunter, Gypsy and Dr Skull adjusted it further, and it ran great in playtest. In fact, It was still powerful to get the first die (it makes a high risk moderate). The second die if you can get it, is what makes t20 T&C so profitable... you can look at it and know if you're going to make it or not... in most cases. The ability to make the predictions is a Merchant Class Specific feat in T20... that anybody in MT can pick up.
 
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