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So, What Parts of T5 can be ported easily to MGT?

Since the Task system is tolerated but disliked by all, and the character generation system is based upon the task system, what elements are salvageable?

T5 or MGT World Building?
T5 or MGT Animal Generation?
T5 or MGT Trade and Commerce?
T5 or MGT Builders?

How do the T5 and MGT stats for ships and vehicles compare? Could you adapt the T5 builders to create MGT equipment?

Has anyone started doing this for their own house rules?
 
I find that T5 is a great resource but far too clunky compared to MgT. When I cook or when I gamemaster I want to be creative in my recipes or adventures - T5 tries to define everything for me - good but without pictures to entice me - who knows what I want to cook/game unless I tried it before. Hence, I know what Dalton means - T5 was written for Traveller grognards not Traveller gamers - and he wants to know what, if any, parts are salvageable.

I am hoping the Players' Guide and hopefully something on the Imperial Campaign - from the Time of the Ancients to Heat Death of the Universe can address those issues.
 
T5 or MGT World Building?
T5 or MGT Animal Generation?
T5 or MGT Trade and Commerce?
T5 or MGT Builders?

World Building: Yes, that would be worthwhile as T5 world building is far more detailed. And I like more detailed world building.

Animal Generation: Nope, as I cannot make much sense of the current T5 beast maker at the moment and I like the modification of sizes due to terrain and that's a MgT feature not a T5 one.

Trade and Commerce: T5 trade and commerce is a big step back from an interesting trade system. I dislike the fact that everything from a specific world costs the same, whether a 1 dton crate of diamonds or a 1 dton crate of dirt.

Builders: There is so much equipment available for MgT that there is no need for makers as far as I am concerned.
 
Hey HG_B,

I thought about that, as MT was a great game, but, unfortunately, it is not actively supported by any company/group right now and like CT before it, MT has a rapidly shrinking fan base.

New players are playing MGT. T5 has alot of work put into it, with some really great ideas.

It would be a shame to see those ideas lost, when they could be transposed onto a system that is increasing the size of the player base vs one that is disappearing.

So, what parts of T5 can be used/grafted onto the MGT system without throwing it all out?
 
World Building: Yes, that would be worthwhile as T5 world building is far more detailed. And I like more detailed world building.

Animal Generation: Nope, as I cannot make much sense of the current T5 beast maker at the moment and I like the modification of sizes due to terrain and that's a MgT feature not a T5 one.

Trade and Commerce: T5 trade and commerce is a big step back from an interesting trade system. I dislike the fact that everything from a specific world costs the same, whether a 1 dton crate of diamonds or a 1 dton crate of dirt.

Builders: There is so much equipment available for MgT that there is no need for makers as far as I am concerned.

So, only World generation. I was thinking about that.

Anything else that may be worth while?
 
I haven't actually tried it out, but the Starship Combat looks interesting (but something needs to be done about damage being related solely to weapon-mount type, regardless of type of weapon).

Which brings up starship design, which has some interesting options not in MgT.
 
Anything else that may be worth while?

If need be, the following may be adopted (more or less easily, I guess):
- Life Pursuits
- Genetics
- Clones
- Chimeras
- Androids and Synthetics
- QREBS
- The Senses
- Some Starship Design Features to enhance MgT Starship Design
- Star Systems and Worlds
- Mapping Worlds
- Sophonts
- Robots (?)
 
Since the Task system is tolerated but disliked by all, and the character generation system is based upon the task system, what elements are salvageable?

T5 or MGT World Building?
T5 or MGT Animal Generation?
T5 or MGT Trade and Commerce?
T5 or MGT Builders?

How do the T5 and MGT stats for ships and vehicles compare? Could you adapt the T5 builders to create MGT equipment?

Has anyone started doing this for their own house rules?

Actually, a flat 3D6 version of the UTP system is workable with T4, and due to similar scaling, should work with T5

DifficultyTN
Easy5+
Average10+
Difficult15+
Formidable20+
Staggering25+
Hopeless30+
Impossible35+
Attribute+att/3
Skill+level
Knowledge+level
Time
(x2)
(x0.5)
_
+3
–3
[TC="2"]targets[/TC] [TC="2"]Mods[/TC]
 
Actually, a flat 3D6 version of the UTP system is workable with T4, and due to similar scaling, should work with T5

DifficultyTN
Easy5+
Average10+
Difficult15+
Formidable20+
Staggering25+
Hopeless30+
Impossible35+
Attribute+att/3
Skill+level
Knowledge+level
Time
(x2)
(x0.5)
_
+3
–3
[TC="2"]targets[/TC] [TC="2"]Mods[/TC]

Hey, that sounds interesting and I guess that I am able to sell that far better than the "bucket full of dice" system!
Is this straight from T4 or already adjusted to higher skill/knowledge levels in T5?
 
Since the Task system is tolerated but disliked by all, and the character generation system is based upon the task system, what elements are salvageable?

Interesting question but what about the reverse? I *like* the T5 task system (especially in personal combat), so I'm interested in what's missing from T5 that can be ported over from other systems.

At the moment I haven't spent a lot of time looking at ships yet so I *might* port that over from MT (not MgT) but add in QREBS.

Has anyone else gone this route?
 
Hey, that sounds interesting and I guess that I am able to sell that far better than the "bucket full of dice" system!
Is this straight from T4 or already adjusted to higher skill/knowledge levels in T5?
It was my suggestion for T4 use; T4 skill+knowledge totals are on par with T5.

Note that the higher difficulties actually become harder with this than with extra dice.
 
Interesting question but what about the reverse? [...], so I'm interested in what's missing from T5 that can be ported over from other systems.

Hoping this to be not too much offtopic...

I am missing world building details, like local day/year length, etc. To get year lengths you have to know the stellar masses. And those were never treated correctly in Traveller, at least not for giant stars. That's the reason I started my Voyager Alpha project to fill the gap. Why year lengths? I like jump shadowing effects/variable in-system travel times and therefore I am tracking a planet's rough position during a campaign.

I am also missing the old animal encounter 2D table and the effect that terrain had on animal size (and other stats). Also, the animal size flux gives too much variance for my taste.

I am missing armor cost and weight in starship design; just taking up volume isn't acceptable.
 
Hold on there, Sparky!

Since the Task system is tolerated but disliked by all, and the character generation system is based upon the task system, what elements are salvageable?

/snippity-snip/
Not everyone dislikes or "tolerates" the Task system. In fact some of really like the Task system. I like that it is dice = difficulty, I like that the player/character has an idea of how successful they may or not be, I know Tee loves tne Mods, he's all up in those +1s and +2s, and I dig the Uncertain dice. So, please watch those sweeping generalizations, they tend not to be true.
 
Sweeping generalizations are always wrong! :smirk:


Hans

not always. When phrased correctly, they can be sweeping but inabsolute, and remain valid. eg: Traveller Players are almost always Science-fiction fans. It's sweeping, a generalization, & very True... key word: almost.
 
Come on, guys... there's some interesting stuff in this thread...

Although in my house rules considerations, I'm going the other way... I'm moving stuff I like from CT/MT/TNE/T4/MGT/GT/T20 to T5.

Because I love me some T5 task system :rofl:

I do actually find it faster in play, but based on the discussions I have had with Marc, I think I'm playing fast and loose (and I do have some differences in how I apply it, which will probably show up in a Don's House Rules post).
 
not always. When phrased correctly, they can be sweeping but inabsolute, and remain valid. eg: Traveller Players are almost always Science-fiction fans. It's sweeping, a generalization, & very True... key word: almost.
So are you saying that my sweeping generalization was wrong? :eek:


Hans

PS. :p
 
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