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.
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.