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MT Heresy: Betraying everything I've ever stood for...

If you had a chance, what rules (small or big) would you steal from other TRAVELLER editions?
k... you REALLY want heresy. Try this one.

Flynn's Guide to Magic in Traveller (available at DriveThurRPG)

Was looking over this today and it actually looks like something fun for a one off campaign sometime. That's about as close to absolute and complete heresy as I could come up with. :rofl:

BTW, the other Flynn Guide to Aliens is actually pretty practical. Written for use with MGT it looks like it would convert easily to any other edition and is a nice set of rules for randomly generating alien races based on the UWP.

Now if you'll excuse me I probably should go confess and do penance for that suggestion. ;)
 
LBB 2 Crew rules under 1000 tons

LBB 5 Crew rules between 1000 and 5000 tons

TNE Power Plants and Surface Area Rules

Probes designed with a mix of Striker and LBB 8

And you don't even want to know how I do Jump Drives and Fuel.
(then again, my manuever drive rules are a bit different too)
 
I'd use the stats modifier from MgT. As I posted elsewhere, I think the task target numbers coupled with the usully positive stat modifier gives too easy tasks in MT (routine task with stat 7 skill 0: in CT 8+(41.6%), in MT 6+ (72.2%)).

Of course robot rules from CT.

I fully disagree with Cryton in about the use of Jack of all Trades skill. I think MT has the best use for this skill in all the editions I've seen.
 
I'd use the stats modifier from MgT. As I posted elsewhere, I think the task target numbers coupled with the usully positive stat modifier gives too easy tasks in MT (routine task with stat 7 skill 0: in CT 8+(41.6%), in MT 6+ (72.2%)).

Of course robot rules from CT.

I fully disagree with Cryton in about the use of Jack of all Trades skill. I think MT has the best use for this skill in all the editions I've seen.

I tend to agree about Jack-O-A-T.
 
To agree with me or with Cryton?

You. Cryton and I have gone rounds over that issue in the past. He tended not to enforce the retry limits on tasks, and I did. (At one point, we lived in the same building; we sat in on each other's games, and talked traveller quite a bit.)
 
IMO, using JOAT to reduce the untrained modifier is in a way too powerful, as it gives a plaer with JOAT 4 the equivalent to all skills at 0, while at the same time being useless if you already have the skill concerned.

So, an engineer 3 JOAT 2 character is exactly the same that an engineer 3 w/o JOAT, and having JOAT4 ot JOAT 6 its exactly the same.

Imagining the situation, I think the character with JOAT 2 whould be better suited for fixing the drives (I don't think JOAT whould be useful for routine tasks as powering up PP, or starting JD), most so if there are no spare parts and have to be improvised.

I see JOAT as the capality to find unorthodox solutions where orthodox ones are not aplicable, and, IMO that is better represented by the retry options.

I think most of us whould agree McGiver has at least JOAT 4. Even so, IIRC he never tried anything he's not trained on (like piloting an aircraft or engaging on surgery), he just made the best use of the resources he had, even when other didn't see those resources there.

Of course, IMO, any reapair made by using retries allowed by JOAT hould be considered temporal repairs, and more so as more retries are used (if the character has JOAT 2+), as I see more retries used as more unorthodox the solution found.

Also, IMO, retries must be restricted to tasks where this resurcefulness may be aplicable (most instant tasks are NA, as are all combat rolls), even if the rules say 'any task failed'.
 
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MacGuyver is best represented by a different skill... one which isn't in the Traveller lexicon, but one Ref I played under added.

Military Weapons Science: The ability to improvise weapons from various items, including cannibalizing household and office equipment.​

MWS-2, JOAT-2, Chemistry-2
 
He didn't just improvise weapons, he also used whatever he had on hand to fix things or help him on the problems he had (I remember using a spring from a torch to fix a compressor...)
 
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Richard Dean Anderson (MacGyver) insisted that everything his character scratch-built was actually possible.

It's just very improbable that one person could be so lucky and never have one of his jury-rigged contraptions fail on him...
 
He didn't just improvise weapons, he also used whatever he had on hand to fix things or help him on the problems he had (I remember using a spring from a torch to fix a compressor...)

Making explosives does constitute weapons.

So does making nets, traps, and flashbangs.
 
He didn't just improvise weapons, he also used whatever he had on hand to fix things or help him on the problems he had (I remember using a spring from a torch to fix a compressor...)


Which is why I also agree with you about JOT.

And don't forget about him climbing out onto the hood of the car to use a plastic pennant to fix the brakes (my favorite episode and an excuse to use JOT as a modifier to PHYSICAL skills as well. ;)
 
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Richard Dean Anderson (MacGyver) insisted that everything his character scratch-built was actually possible.

It's just very improbable that one person could be so lucky and never have one of his jury-rigged contraptions fail on him...

Sure it was possible, just takes you quite a lot of improvising capability to think about it (and that way is how I see JOAT work).

Yes, quite improbable, and that's why I said those repairs should be at most temporary, and require proper fixing afterwards.
 
If you had a chance, what rules (small or big) would you steal from other TRAVELLER editions?

Well, Pocket Empires and Psionic Institutes from T4 for starters. Then ...

In starship combat, at least for larger ships, I think target facing should be a factor in damage hit location. TNE/Brilliant Lances had a system but it seems a bit too much.

The early edition of the Starship Combat Simulator Game for FASA’s Star Trek was one of the best systems I’ve seen, high player integration and hitting the sweet-spot (for me) in terms of simplicity verses taking into account all relevant factors. Of course that was for Star Trek, not Traveller.

If you need a magic system there's always Elemental Axes.
 
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