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How badly would I get flamed...

...if I asked for details about the differences between editions? And yes, I know- it has been asked before. Hasn't everything?
Megatraveller can be had for very little money, and I have Classic Traveller with T4 and Mongoose Traveller on the way (I'm shopping for a great sci fi game).
So, what distinguished Megatraveller mechanics-wise? I'm indifferent about the setting and I know its contreversial, but how are the dice rolled in Mega? How are the characters and craft statted up, and are they compatible with any other edition? If I like Classic Traveller (and I do) is there anything in Mega I can use?
 
Well, let's see...
CGen...
CT:
Stats 2d each
Rolls: Enlist, Survival, Commission (until commissioned), promotion (only if commissioned), Reenlist.
Skills: 1 per term, +1 for 1st term, +1 for commission, +1 for promotion; some services have an additional skill for certain ranks
4 skill tables: Pers Dev, Service, Adv Ed, Adv Ed 8+
Aging: starts at 34, make saves for each indicated att by rolling on 2d for N+ where N is from table by age and which stat.
MT:
Stats 2d each
Rolls: Enlist, Survival, Commission (until commissioned), promotion (only if commissioned), Special Duty, Reenlist
Skills: 1 per term, +1 for 1st term, +1 for commission, +1 for promotion, +1 for Special Duty, +1 if Commission made by 4+, +1 if Promotion made by 4+, +1 if Special Duty made by 4+; some services have an additional skill for certain ranks
4 skill tables: Pers Dev, Service, Adv Ed, Adv Ed 8+
Same as CT
TNE
Stats: 2d-1 each
Rolls: Enlist, Survival, Commission (until commissioned), promotion (only if commissioned), Special Duty, Reenlist
Skills: 1-4 for terms after first in career, +1 for commission, +1 for promotion, +1 for Special Duty, 1st term up to 7 levels base
Skill tables: pick skills from list for career
Aging: saves when indicated on table. Save rolled by rolling stat or more on 1d16-1
T4
Stats 2d6
Rolls: Enlist, Survival, Commission (until commissioned), promotion Special Duty, Reenlist
Skills: 4 per term, +1 for 1st term, +1 for commission, +1 for promotion, +1 for Special Duty; some services have an additional skill for certain ranks
6 skill tables: Pers Dev, Service, Ed, Adv Ed 8+ (don't remember titles of other two)
Aging: don't recall.
MGT
Stats 2d6 each
Rolls: Enlist, Survival, Commission or promotion (but not both) (Also serves as reenlistment). An event is also generated. Note that each career has 3 sub careers.
Skills: 1 per term, +1 for 1st term, +1 for commission, +1 for promotion; all services have an additional skill for certain ranks. Many events grant 1 level of skill, a few grant 2, some grant none. Some rare events grant
6 skill tables: Pers Dev, Service, Adv Ed 8+, plus one per each sub career.
Aging: roll 1 save per term starting at age 34, on 2d-terms, 1+ saves; 0 or lower costs 1+ points (up to 6P 2M)

CT/MT advanced:
Roll yearly for posting, and that determines yearly survival, promotion,decoration and skill gain checks.
TNE/T4: no advanced
MGT Advanced: additional careers springboarding off of base careers, otherwise no different from basic.

Personal Combat
CT: damage to stats, armor makes to hit harder
MT: Hits≅1/3 total of STR+DEX+END; Damage to hits, Pen:armor ratio reduces damage, margin of to hit increases. Post combat, hits damage becomes CT-style damage to atts.
TNE: Damage to location HP derived from Con & Str. Pen:armor affects damage by reducing dice.
T4: Damage to stats; Armor stops dice of damage.
MGT: Damage to Stats; Armor stops points of damage, margin to hit increases damage.

Task System:
CT: none explicit; Combat uses 8+ to hit; non combat includes some multi-die for stat or less, some 2d+skill for X+, and some other variations.
MT: 2d+A+B for N+, N by difficulty level for success, 3d-A-B for time. A and B may be Stat/5 or skill level.
TNE: 1d20 for (Stat+Skill)x L; L is difficulty level modifier (x4 to x1/4).
T4: Xd6 for Stat+Skill or less X is difficulty level based.

Ship Design:
CT Bk2:
letter drives,
2 axis (price, displacement).
PLas, BLas, Msl, Sand; all turrets only
No screens, no armor
CT Bk5:
% based drives,
3 axis (Price, Displacement, Power).
Turrets- BLas, PLas, Msl, Sand, Plasma, Fusion, PA
Barbettes- PA
50T Bays- Plasma, Fusion, Missile, Repulsor, Meson, PA
100T Bays- Missile, Repulsor, Meson, PA
Spinals - PA, Meson
Screens - Meson Screen, Nuke Damper, Bl. Globe
MT
4 axis: Power, Volume, Mass, Price
% based drives, 3 axis (Price, Displacement, Power).
Jump fuel 5xJDriveTons, not 10Jn%
Turrets- BLas, PLas, Msl, Sand, Plasma, Fusion, PA, Disintegrator
50T Bays- Missile, Particle Accelerator, Plasma Gun, Fusion Gun, Repulsor, Meson Gun, Disintegrator, Tractors, Jump Damper
100T Bays- Particle Accelerator, Missile, Repulsor, Meson Gun, Tractors, Disintegrator, Jump Damper
Spinals - PA, Meson, Disintegrator, Jump Projector
Screens - Meson Screen, Nuke Damper, Bl. Globe, Wh. Globe, Proton Screen
TNE
5 axis - Power, Volume, Mass, Price, Surface Area
Weapons: BLas, PLas, Msl, Sand, PA, Meson, Plasma, Fusion. Build them all to any size mount.
Screens: Meson, Nuke Damper, Bl. Globe, Wh. Globe
MGT
2 axis - Price, Volume
Under 2000Td, Letter drives; Over 2000Td, % drives
Turrets: Msl, BLas, PLas, Sand, PA, Meson
Barbettes, 50T & 100T bays: Msl, BLas, PLas, Sand, PA, Meson, Ortillery

Generally: CT, MT, and MGT are all sufficiently compatible that characters can be used with only minor changes.
The MT task system can be backported seamlessly. The MGT task system can be as well. CT and MGT have similar damage mechanics
MT ship designs can be used with CT-HG (& vice versa), but the design rules are very different
MT combat can be swapped out with CT combat with no real difficulty, but they can't be combined well.
MT Cgen is very similar to CT, but adds SplDuty, and increases the number of cascades (and thus player choicees) dramatically; about 1 extra skill per term on average is gained; use of either is pretty much the familiar for the other. Drop the Sp Duty rolls and bonuses for high Comm & Promo, and it produces characters with the same levels as CT basic, but access to the full range of skills from adv. gen.
MGT CGen is very different, but produces characters with similar total skill levels to MT. The skill list is also quite different.

TNE is really an incompatible game; it was a force-fit of the setting to the T2K/DC rules.

T4 is again, character incompatible, due to very different assumptions about skill gain rates (more than TNE!), but the CGen tables could be used for CT/MT by using the CT or MT skill gain rates. Combat mechanics can be back-ported without problem to CT/MT, or front-ported to MGT; just convert the tasks to their MT or MGT equivalent difficulties.

MGT and CT Bk2 designs are similar approaches
CT Bk5 and T20 are functionally the same (except for Airframes and Computers; It's often smaller in T20.) CT Bk5, T20, and MT all use the same system of UCP ratings, so porting stuff from one to the other is actually pretty straightforward, Except for MT Fuel Rates.
 
Fantastic! Thanks! :D
So, in your obviously learned opinion, is Megatraveller worth grabbing (I can get the two core books for less than $10)?
 
Yes it is. However, you must also download the Don Mckinney's Errata pdf (Ver 2.18 currently). Without it, very little actually works if you are not very familiar with CT.
 
Fantastic! Thanks! :D
So, in your obviously learned opinion, is Megatraveller worth grabbing (I can get the two core books for less than $10)?

There are 3 core books, not two, and a 4th that, if you're going to run it, should have been core, and MWM apparently agrees...

And yes, I consider MT to be THE best edition to play/run... once you have the errata. 23 years of errata collection, most of it typo corrections. MGT is a second choice, run because my name is in it....

Player's Manual: CGen, Combat Part 1, Map of the Marches.
Ref's Manual: Combat Part II, Ship Combat, Worlds, Trade
Imp. Encyclopedia: Prices, non-combat equipment, ship operations part I, Marches world data list, Library Data
Ref's Companion: Mass Combat, Research, some advanced rules, Commo, Ship Operations part II.

If you're JUST using it to swap out CGen and/or combat, you'll want the PM & RM, and maybe RC.
If you're just using it for vehicle designs, RM alone.
If you plan on running MT as MT, you'll need all four. At DTRPG, that's the $26 MT Core bundle, http://rpg.drivethrustuff.com/product_info.php?products_id=60330 (as I said, MWM apparently agrees that the RC is core...)

The mechanics can easily be used in the classic setting. In fact, I almost never run it in the rebellion era.
 
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The CD of ALL MT books is $35 at FFE (if you can use PDFs, some people hate them but I prefer them).
 
Well, let's see...
Ship Design:
TNE
Weapons: BLas, PLas, Msl, Sand, PA, Meson, Plasma, Fusion. Build them all to any size mount.

Nice list, but...

The ship-mounted lasers in TNE were either Tunable or X-ray - both beam. No pulse lasers. Plasma and Fusion were useless for most ship-to-ship combat in TNE and so were only included in a few ships that might be likely to see close-range combat: the Victrix Sloop and the Cuspid Gunboat.
 
Confession... I use MT mechanics in the GT alternate era...
And why not? A setting is one thing, rules (mechanics) something quite different. You can run games in the same setting with different rules and games in different settings with the same rules.


Hans
 
And why not? A setting is one thing, rules (mechanics) something quite different. You can run games in the same setting with different rules and games in different settings with the same rules.


Hans

You won't get the same results, tho. Running the CTU with MT gets similar non-combat results, but the combat mechanics prove VERY different. And Rules are the player's interface to the universe.
 
Fantastic! Thanks! :D
So, in your obviously learned opinion, is Megatraveller worth grabbing (I can get the two core books for less than $10)?

We all have our favorites. Aramis is a MT user. Don mixes and matches.

Me? I'm straight CT, baby, all-the-way.

Tried the others, came back to the original. There's nothing like it.:D
 
Shhhh.

When no one is looking, I must confess a love of T4, it had some really neat Supplements and I super enjoyed a look at the real early days of the 3I, but that just might be me.

Otherwise, I use CT for Rules, ok, I used to use CT, but now am hooked on T5, and interesting bits from the various other editions.
 
I've had T4 before and I thought it was very cool. I have another copy on the way. It's a really inexpensive system and I collect older, cheap systems.
Of course, given the number of books present in the Classic Traveller reprints, they too are a cheap system.
 
I've went back and forth on this so many times myself; can never settle on one system permanently. I like parts of each but never really liked mixing too much. And we keep getting new editions which has given me a severe case of MTD - Multiple Traveller Disorder.
 
I've went back and forth on this so many times myself; can never settle on one system permanently. I like parts of each but never really liked mixing too much. And we keep getting new editions which has given me a severe case of MTD - Multiple Traveller Disorder.
This is a disorder? I thought it was the normal state of affairs...
 
This is a disorder? I thought it was the normal state of affairs...

The first step is recognizing you have a problem...

;)

We should have regular MTD meetings and a 2D6 step program :file_22:

"Hi everybody, I'm Dan and I'm a Multiple Traveller user... "
 
You won't get the same results, tho. Running the CTU with MT gets similar non-combat results, but the combat mechanics prove VERY different. And Rules are the player's interface to the universe.

But for a player this might not matter. I am a TNE guy myself and I have no plans to change to any other system as a Referee. However, when I attended TravellerCon 2010 in UK just before Easter I really enjoyed myself even when I was playing a ruleset I never won't use as a Ref myself.

With a good ref, it won't matter what the rules are. It comes more down to setting.
 
With a good ref, it won't matter what the rules are. It comes more down to setting.

having run every Traveller edition except T5 and HT, sorry, I can NOT agree with this. My players (well most of them) also vehemently disagree with it. Each edition's rules create a significant part of the feel. My players consider me, when not distracted, an excellent GM.

The expected results of a confrontation between 2 guys in cloth with ACRs vs one guy in battledress with a PGMP-14 are a case in point.

In CT, the guys with the ACRs might actually kill the BD guy, IF they can get hits... in the meantime, however, the BD guy is likely to hit and kill them first.

In MT, the ACR guys will probably hit the BD guy, and injure him, but they will die with one hit from the PGMP each. pretty iffy.

In TNE, if the ACR guys are PC's, they might survive a hit or two each, but the BD is tough enough that they will be feebly bouncing rounds off the BD until the PGMP hits their chest or head and kills them.

In T4, the ACR guys might injure the BD guy, but it's likely just bruise damage (a few points), whilst the PGMP guy kills the ACR guys with one shot each.

T20: The levels of the characters have a big impact due to Stamina vs Lifeblood
If they're all young: If the PGMP guy shoots first, one ACR guy is dead. The other likely will KO the BD/PGMP guy, but not seriously injure him.
If they're all grizzled high level vets: The PGMP guy wins, by killing the ACR guys, but the ACR guys might not notice for a couple rounds...

In GT, the PGMP kills quick, and the BD guy is likely but not guaranteed to be uninjured, as some rounds deflect, and others are absorbed by the armor.
 
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