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Wow, someone actually wanted those tables in there after all. Hot damn! You go with your bad self. And thanks for the tip on using them for Adventures. I had not thought about that at all, but damn if it isn't sensible.
I like those tables too btw. They are very useful. I already had calculated some of the probabilities myself and put them into tables for my players way-way back in the 90s, so I laughed when I saw them. I also discovered that I miscalculated slightly on one table.
I like those tables too btw. They are very useful. I already had calculated some of the probabilities myself and put them into tables for my players way-way back in the 90s, so I laughed when I saw them. I also discovered that I miscalculated slightly on one table.
I am glad because all I kept here on the net is what a colossal waste of space they were. I am happy that once again the internet is just full of crabby whiners.
I like QREBS, in theory at least, how I like it in practice remains to be seen. I like the expansion of TL and the TL effects on equipment. I like most of the skill set, although there are things in it that won't be used and things left out that could be used.
T5 is way too "crunchy" and rules heavy for me to run, as is, but I think it is going to be a great book to "mine" for nuggets to tack onto what I do run.
Well, I do remember reading somewhere that T5 was designed so that you could use as much or as little of the rules as you want. A good example is in Rob's recent post about ship design where he shows you how to use the rules to make ship like in HG, what you can skip and what needs to be kept to keep the designs "legal". Really it seemed like there wasn't much change from HG, just lots of 'optional' stuff like types of landing gear, etc.