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New Player Question

I've played the previous versions of Traveller and love the setting. I just bought the T20 game book and I'm trying to learn the d20 system. The question I have is...How do you determine Lifeblood, and what goes in the "Stamina Dice" box on the char. sheet?

Thanx,
Huan
 
Lifeblood is race determined. Humans (and most human sized aliens) have a lifeblood equal to their "Con" attribute. The full description is on p150.

Stamina is derived from level. For each level in a class you gain a certain number of stamina points. At very low level your stamina may be below your lifeblood. For example in the rogue class description (p57) under "Game Rule Information" a rogue is listed as having d8+Con mod per level. Each time you gain a level you gather more stamina.

To put these together, a solmani with 12 Con who is a level 3 rogue would have 12 Lifeblood and Stamina of 3d8+3 (arround 16). If this character then gained a level of academic (d4+Con/level) their Lifeblood would remain at 12, and their stamina would go up by (d4+1).
 
Yep. It basically matches martial progression, the more combative classes (Barbarian, Merc, Marine) get a larger dice then the non-martial classes (Merchant, Professional, Academic)
 
Greetings and salutations,

How does one handle rank when a character goes from the Imperial Army, Marines, or Navy to becoming a Mercenary? Does the character go into the mercenaries at their formal rank or a rank lower? Or do they start at the bottom of the pile like they did in the Imperial service?
 
I suppose the following might be possible (might be):

If I Player wanted to use up a starting feat on "Patron", I'd allow them to get a bonus on promotions, survival, and benefits. How much? I'd have to go over the CharGen rules again.


Perhaps there could also be a Feat that allows for the retention of some rank between organization transfers?
 
If you have a university degree with honours you automatically start as an officer in any career you enter into (prior history page 125 under "officers").

It makes a degree with honours worth having. You still start at the bottom of the heap, but O1 is a better place to start then E1.
 
If the character is going from the Army or Marines into the Mercenary trade then part of their rank goes with them.

This is explained in LBB4 Mercenary.

Junior grade officers have to be at least non-coms, field grade officers become at least junior grade, while general grade should be field grade as a minimum.
 
Ok...question about saving throws...
I'm trying to figure out how saving throws work. In the D&D Player's Handbook, saving throw stats have 2 base save bonus numbers, then additional attack bonus columns based on classes. The text on the page says "Whether a character uses the first (lower) bonus or the second (higher) bonus depends on his or her class and type of saving throw being attempted." I'm not sure I understand how this works, and how to apply it to the various classes in Traveller. Could someone explain it?
Thanx,
Huan
 
The best advice I can give is to ignore that table (3-1 on page 22 of the PH 3.0), and instead go with the saving throw progression given for each class (career in T20).

The longer explanation is the table you are refering to is a summative table of BAB and saving throw progression. It explains the BAB progression ok, but the saving throw is poorly worded IMHO.

There are two "levels" of saving throw at each level, poor (the lower number - which means the class isn't very good at making saves like that) and good (the second, higher number).

Each class gets either one or two good saves (barbarians, fighters, paladins, rangers, rogues, wizards, and sorcerers all get only one good save; bards, clerics, and druids get two good saves), while the monk gets all three saving throws at the good rate. Which saving throw gets this benefit is given for each class.

As I said at the beginning, it's easier just to ignore the confusing table.

Hope this helps.
 
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