• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

How compatible?

pshrynk

SOC-11
Baron
I have the Mongoose sandbox modules Pirates of Drinax and (coming) Deepnight, as well as Mercenary. How compatible are these systems with T5? I can't find any huge discrepancies, but I haven't spent a lot of time with a side by side on them. Anyone else have these and have experience? Do i need to get the Mongoose rules?
 
You can always adapt any Traveller adventure to any ruleset. It will always require extra work. Use the rules you're most familiar with, because that will help you adapt the game beforehand.

MgT v2.0 and Traveller 5.1 have many surface things in common, due to contact and influence between developers of both sets. Task systems are different, but adventures seldom stand or fall on the task system.
 
The big differences are that your characters' UPP stats have a much bigger influence on T5 than MGT2. Where MGT2 is mostly roll 8+ with modifiers, T5 is mostly roll under a specific UPP stat with mods and variable dice.

This might not make a difference to your characters, but it is something to be aware of.

Also, some skills in T5 have knowledges, so you might need to do some conversion work, plus T5 characters tend to have more skills on the whole. I think robject who posted above, has posted a pretty good conversion guide somewhere.

T5 personal ranged combat, especially at ranges under 50 mtrs - which for me is most of them - is much more deadly than MGT2. Most of my combats at that range have needed the characters or NPCs to roll under 14-15 on 2d6..... Other than a 12 which is an auto-miss, hits are going to be auto-landed and for a standard shot that will be two hits!

The melee rules in T5 are alas quite broken - or at least in my printed version. In my book two equally matched opponents will be unable to damage each other (assuming they both inject the same amount of dex each round) - so you might need some kind of house ruling. Especially given that many character's stats are on a bell curve with 7 being at the top.
 
Is this the same query for T5 I saw in Reddit for CT? If so, I haven't learned the T5 ship rules yet, I suspect they are closer to MgT standards then CT would be, given that T5 is a much more inclusive tech system.
 
Back
Top