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Houserules

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.
 
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.
 
Thanks for the detailed comparisons, Aramis! When I've played we have mostly been shooting things in space, and trade wasn't that important. I obviously mixed up the rules, since I've just thumbed throught them. I know that I don't like GTFT.

This is beginning to topic drift a bit...
 
Thanks for the detailed comparisons, Aramis! When I've played we have mostly been shooting things in space, and trade wasn't that important. I obviously mixed up the rules, since I've just thumbed throught them. I know that I don't like GTFT.

This is beginning to topic drift a bit...
 
Thanks for the detailed comparisons, Aramis! When I've played we have mostly been shooting things in space, and trade wasn't that important. I obviously mixed up the rules, since I've just thumbed throught them. I know that I don't like GTFT.

This is beginning to topic drift a bit...
 
By the way, he're how I'd run the task for prediction:

To predict the first die: Routine, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for skill x3 days, doubled on special success

To predict the second die: Formidable, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for ((skill)d6)/2 days. Doubled on special success. reduce to no more than the time of the first die

Optionally, these can both become uncertain tasks; but that gets complex.
On some truth, inform the player + or - 1
on No truth, roll a different number.
 
By the way, he're how I'd run the task for prediction:

To predict the first die: Routine, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for skill x3 days, doubled on special success

To predict the second die: Formidable, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for ((skill)d6)/2 days. Doubled on special success. reduce to no more than the time of the first die

Optionally, these can both become uncertain tasks; but that gets complex.
On some truth, inform the player + or - 1
on No truth, roll a different number.
 
By the way, he're how I'd run the task for prediction:

To predict the first die: Routine, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for skill x3 days, doubled on special success

To predict the second die: Formidable, Trader, Edu, 5m, No Retry,
Referee: Prediction is good for ((skill)d6)/2 days. Doubled on special success. reduce to no more than the time of the first die

Optionally, these can both become uncertain tasks; but that gets complex.
On some truth, inform the player + or - 1
on No truth, roll a different number.
 
House rules? Aramis has listed quite a number I'd use. Some others;

- The MT task system with expanded MT skills list.

- INT + EDU as a skills limit, not including skills learned in actual play.

- Homeworld, i.e. Skill-0, defaults.

- Att/3 rounded up for a task DM, but not every task has a useful Att.

- The Mayday/HG2 fusion for ship combat (we were wargamers first). 2D vector movement on a hex map with HG2 combat tables and weapons.

- LBB:3 trade with LBB:7 skills (which is something like T20 if you squint a bit).

- In chargen, roll than choose your skill table.

Plus two big changes:

College: Allow a pre-career college term for non-military/scout types. Success let's you roll to increase EDU; 1D-2 with a DM+1 if INT 9+ with no minimum result. If the player desires it, a successful EDU increase can grant a level-1 skill in certain areas (Business 'cascade', Tech 'cascade', Science 'cascade, etc.) as a 'major' and a level-0 from the same cascades (plus an Other cascade) as a 'minor'. No increase in EDU grants the player a free Carousing-1.

Business Cascade: Admin, Broker, Legal, Liaison, Trader, etc.
Tech Cascade: Computer, Electronics, Engineering, Gravitics, Naval Architect, Robot Ops, Survey, etc.
Science Cascade: All typical disciplines.
Other Cascade: odd ball stuff like Equestrian, Animal Handling, Vehicle, etc.

Career planning: Announce the number of terms you wish to serve prior to beginning 1st term resolution. If you succeed in surviving that number of terms and muster out, you recieve a +1 DM on all cash table rolls. If you're forced to re-enlist, you can still get the +1 DM when you retire after the forced term(s).


Have fun,
Bill
 
House rules? Aramis has listed quite a number I'd use. Some others;

- The MT task system with expanded MT skills list.

- INT + EDU as a skills limit, not including skills learned in actual play.

- Homeworld, i.e. Skill-0, defaults.

- Att/3 rounded up for a task DM, but not every task has a useful Att.

- The Mayday/HG2 fusion for ship combat (we were wargamers first). 2D vector movement on a hex map with HG2 combat tables and weapons.

- LBB:3 trade with LBB:7 skills (which is something like T20 if you squint a bit).

- In chargen, roll than choose your skill table.

Plus two big changes:

College: Allow a pre-career college term for non-military/scout types. Success let's you roll to increase EDU; 1D-2 with a DM+1 if INT 9+ with no minimum result. If the player desires it, a successful EDU increase can grant a level-1 skill in certain areas (Business 'cascade', Tech 'cascade', Science 'cascade, etc.) as a 'major' and a level-0 from the same cascades (plus an Other cascade) as a 'minor'. No increase in EDU grants the player a free Carousing-1.

Business Cascade: Admin, Broker, Legal, Liaison, Trader, etc.
Tech Cascade: Computer, Electronics, Engineering, Gravitics, Naval Architect, Robot Ops, Survey, etc.
Science Cascade: All typical disciplines.
Other Cascade: odd ball stuff like Equestrian, Animal Handling, Vehicle, etc.

Career planning: Announce the number of terms you wish to serve prior to beginning 1st term resolution. If you succeed in surviving that number of terms and muster out, you recieve a +1 DM on all cash table rolls. If you're forced to re-enlist, you can still get the +1 DM when you retire after the forced term(s).


Have fun,
Bill
 
House rules? Aramis has listed quite a number I'd use. Some others;

- The MT task system with expanded MT skills list.

- INT + EDU as a skills limit, not including skills learned in actual play.

- Homeworld, i.e. Skill-0, defaults.

- Att/3 rounded up for a task DM, but not every task has a useful Att.

- The Mayday/HG2 fusion for ship combat (we were wargamers first). 2D vector movement on a hex map with HG2 combat tables and weapons.

- LBB:3 trade with LBB:7 skills (which is something like T20 if you squint a bit).

- In chargen, roll than choose your skill table.

Plus two big changes:

College: Allow a pre-career college term for non-military/scout types. Success let's you roll to increase EDU; 1D-2 with a DM+1 if INT 9+ with no minimum result. If the player desires it, a successful EDU increase can grant a level-1 skill in certain areas (Business 'cascade', Tech 'cascade', Science 'cascade, etc.) as a 'major' and a level-0 from the same cascades (plus an Other cascade) as a 'minor'. No increase in EDU grants the player a free Carousing-1.

Business Cascade: Admin, Broker, Legal, Liaison, Trader, etc.
Tech Cascade: Computer, Electronics, Engineering, Gravitics, Naval Architect, Robot Ops, Survey, etc.
Science Cascade: All typical disciplines.
Other Cascade: odd ball stuff like Equestrian, Animal Handling, Vehicle, etc.

Career planning: Announce the number of terms you wish to serve prior to beginning 1st term resolution. If you succeed in surviving that number of terms and muster out, you recieve a +1 DM on all cash table rolls. If you're forced to re-enlist, you can still get the +1 DM when you retire after the forced term(s).


Have fun,
Bill
 
Originally posted by Bill Cameron:
No increase in EDU grants the player a free Carousing-1.
file_21.gif
:cool: I love that one!
 
College terms: THat's another one I've always done, since the college rules are so easily taken out of the Advanced careers.
I added skill rolls to all of them.

A couple more niggling little ones:
Add recruiting to the Inerpersonal Cascade.
Add DropCapsuleOps to Special Combat.If I can find my sheet, I'll re-do my MTCGT (with 21 careers, contacts, and schools), and see if it can go in the files.
 
College terms: THat's another one I've always done, since the college rules are so easily taken out of the Advanced careers.
I added skill rolls to all of them.

A couple more niggling little ones:
Add recruiting to the Inerpersonal Cascade.
Add DropCapsuleOps to Special Combat.If I can find my sheet, I'll re-do my MTCGT (with 21 careers, contacts, and schools), and see if it can go in the files.
 
College terms: THat's another one I've always done, since the college rules are so easily taken out of the Advanced careers.
I added skill rolls to all of them.

A couple more niggling little ones:
Add recruiting to the Inerpersonal Cascade.
Add DropCapsuleOps to Special Combat.If I can find my sheet, I'll re-do my MTCGT (with 21 careers, contacts, and schools), and see if it can go in the files.
 
Dear Folks -

I know Wil disagrees with me on this, but when using ship-based weaponry I divide the damage by 10 (see my Starship Weapons table for details).

Basically, I figure that even a measly Beam-8 laser will do 50 dice (yes, remember that is DICE!) of damage out to 50 km range (with Pen 73), and that ought to be enough to fry most ground-based tanks.

Don't forget to multiply ship Hit Points by 10, either (one of the later, harder to find bits of errata).

Note that even with these mods, a small starship is still only going to withstand one or maybe two fusion guns hits, anyway - just as in HG (much damage, a few criticals, etc).
 
Dear Folks -

I know Wil disagrees with me on this, but when using ship-based weaponry I divide the damage by 10 (see my Starship Weapons table for details).

Basically, I figure that even a measly Beam-8 laser will do 50 dice (yes, remember that is DICE!) of damage out to 50 km range (with Pen 73), and that ought to be enough to fry most ground-based tanks.

Don't forget to multiply ship Hit Points by 10, either (one of the later, harder to find bits of errata).

Note that even with these mods, a small starship is still only going to withstand one or maybe two fusion guns hits, anyway - just as in HG (much damage, a few criticals, etc).
 
Dear Folks -

I know Wil disagrees with me on this, but when using ship-based weaponry I divide the damage by 10 (see my Starship Weapons table for details).

Basically, I figure that even a measly Beam-8 laser will do 50 dice (yes, remember that is DICE!) of damage out to 50 km range (with Pen 73), and that ought to be enough to fry most ground-based tanks.

Don't forget to multiply ship Hit Points by 10, either (one of the later, harder to find bits of errata).

Note that even with these mods, a small starship is still only going to withstand one or maybe two fusion guns hits, anyway - just as in HG (much damage, a few criticals, etc).
 
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