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Questions about the dice......

yamsi3467

SOC-12
In the rules, under the Dice section, the suggested set of dice is 10 white and two constrasting color dice (usually one red and one black). However, the set being sold is 10 black, 2 white, 2 red, and 2 yellow. Not complaining, but I thought it was interesting that 10 white became 10 black in the official set.

Yamsi
 
How long is a piece of string?

Well going by this:
http://www.traveller5.net/OrderT5.html

Those black dice have white numbering, so hopefully that's not too hard for some people to concede the white ones and the others are most strikingly red and yellow. The white has black numbering.

I'm fairly confident most Traveller players the world over can work out the conversion. Then again for the red dice, if there colour blind they would have to convert anyway.

I hope that helps.
 
In the rules, under the Dice section, the suggested set of dice is 10 white and two constrasting color dice (usually one red and one black). However, the set being sold is 10 black, 2 white, 2 red, and 2 yellow. Not complaining, but I thought it was interesting that 10 white became 10 black in the official set.

Wow, that is a lot of dice! Will be looking forward to seeing what changed mechanics in T5 require so many.
 
Wow, that is a lot of dice! Will be looking forward to seeing what changed mechanics in T5 require so many.

Difficulties are expressed in dice.
1 to 7 by label.
certain penalties add more. Insufficient skill level is 2d, iirc.
 
Final base task checks have been simplified to just use rollover on 10d6 +targetDMs, b1d6+successDMs, r1d6+failureDMs.

Target DMs include 6*Skill level + 3*stat, Difficulty DMs range -30 to +30, timing is +/-5 *(stat/3), toolkit = (skill-1)*1.5 and cascade is +/-3 *black/red of assisting.

Success references one of 7 success outcome tables based on the black die plus any success DMs, while failure references one of 13 failure outcome tables based on red die times 2 minus any failure DMs, except on natural 10 from original 10d6 roll, which results in an outcome table 13 check.

Its a lot easier than in the beta. Well, I guess since the cat seems to be out of the bag already...

Spoiler:
April Fools!

(Okay - so that was way lame, but the traditional T5 post is no longer applicable - and a 'T5 pulled - infringement?' would have been just way too over the top!

CONGRATS TO MARC!)

 
Final base task checks have been simplified to just use rollover on 10d6 +targetDMs, b1d6+successDMs, r1d6+failureDMs.

Target DMs include 6*Skill level + 3*stat, Difficulty DMs range -30 to +30, timing is +/-5 *(stat/3), toolkit = (skill-1)*1.5 and cascade is +/-3 *black/red of assisting.

Success references one of 7 success outcome tables based on the black die plus any success DMs, while failure references one of 13 failure outcome tables based on red die times 2 minus any failure DMs, except on natural 10 from original 10d6 roll, which results in an outcome table 13 check.

Its a lot easier than in the beta. Well, I guess since the cat seems to be out of the bag already...

Spoiler:
April Fools!

(Okay - so that was way lame, but the traditional T5 post is no longer applicable - and a 'T5 pulled - infringement?' would have been just way too over the top!

CONGRATS TO MARC!)



That's enough to make Baby Jesus cry
 
Final base task checks have been simplified to just use rollover on 10d6 +targetDMs, b1d6+successDMs, r1d6+failureDMs.

Target DMs include 6*Skill level + 3*stat, Difficulty DMs range -30 to +30, timing is +/-5 *(stat/3), toolkit = (skill-1)*1.5 and cascade is +/-3 *black/red of assisting.

Success references one of 7 success outcome tables based on the black die plus any success DMs, while failure references one of 13 failure outcome tables based on red die times 2 minus any failure DMs, except on natural 10 from original 10d6 roll, which results in an outcome table 13 check.

Its a lot easier than in the beta. Well, I guess since the cat seems to be out of the bag already...

Spoiler:
April Fools!

(Okay - so that was way lame, but the traditional T5 post is no longer applicable - and a 'T5 pulled - infringement?' would have been just way too over the top!

CONGRATS TO MARC!)


he he he
 
The Traveller dice are for looks pretty much.

In all seriousness, you'll need at least 7 dice for the task system, 9 if trying 7D tasks with insufficient skill.
Any sufficiently large pile of d6's will do.

t5 said:
1D Easy
2D Average
3D Difficult
4D Formidable
5D Staggering
6D Hopeless
7D Impossible
8D Beyond Impossible
9D Hasty Beyond Impossible
10D Extra Hasty Beyond Impossible
 
The new Traveller dice box gives out a bunch. I like the few colored ones just so players have a variety. I used to have mine all the same back in the day. Kind of boring though. I have no idea where those Traveller dice went (I used them for GURPS Traveller). But I was only using 3 dice at the most anyway back then. Now I'm back to using just 2 dice.
 
Our two-day-long T5 game had a few 5D rolls. Everybody always brings lots of dice, including polyhedrals "just because".

I'm looking forward to using those nice chunky T5 dice next time.
 
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