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T5... "Worth a go" or "Let it go"

It's... Interesting.

Good:
Lots more explanation on Jump Space; a weapon design system; alien race development system; more detailed and slightly more accurate extended star system generation*

Not so good:
Adventure Class Starships rules, T4-scaled character generation system, LOTS AND LOTS of table heavy addenda. Most of which needs much better explanatory text more than anything else.


*More Accurate ≠ Accurate, tho...
 
Many neat things I can add to MT

I especially like the flux concept.

However it has WAY WAY too much die rolling.

I want more role play - not more roll play.
 
I would definitely like the Chrgen process tables to be more linear than they currently appear, but that is my only challenge right now.
 
I got my disk yesterday, and it's alright. I was somewhat surprised at the oversized BD rules/example, but that's probably more of a nod to the anime/mecha-tech fans out there.

I didn't dig deep into the rules, but from what I see it all seems okay so far. I personally would have hired a different artist, but that's just me.
 
Hi

I think my thoughts pretty much echo what Aramis said, except I like the Adventure Class Starship Rules. In CT & MT I've always been kind of indifferent to the really large ships (lime in High Guard) but liked some of the design options. To me the new Adventure Class Rules helps to pull all the stuff I'm interested in together, and I might just skip the rules for larger ships.

For the most part for T5 in general (if/when it gets completed) I'd probably consider the rules somewhat modular and might skip over some of the stuff that seems too convoluted or complex.

Regards

PF
 
Skimmed so far ok. Note though I like GURPS vehicles. Some of the biology is way out though...(more from me on that later and elsewhere).
I really like the idea of design rules for everything.
 
I really like the idea of design rules for everything.

I agree. That's what attracted me to Traveller in the first place. That, and its modularity -- I could ignore or replace the parts I didn't like: as long as it meshed with the rules, fine.
 
Everthing? From all tech levels? For instance... does it have rules for building... flintlock firearms?

Partially
It certainly has rules for building TL-2, -3 and -4 firearms, but doesn't specifically state they are flintlock, black powder etc.

After all, just because Earth cultures used black powder and flints for early firearms, doesn't mean that the Bwaps would - with their damp environment, they probably used torsion springs or something similar
The Gunmaker rules strip out the chrome, allow you to create the game stats for any era weaponry, then add the chrome back in yourself
 
Still discovering things
They seriously try to do more than a corrected T4, which mean that it may still be long until they have a rule for "everything". By then, it may be too much like gUrp (the U for Universal)

Selandia
 
T5 is inspirational at times for me when I think of its possibilities. But puts me to sleep while reading through it. I have not read any part of the rules yet that screams, "Ooh this will be fun!" This T5 RPG is supposed to be fun, right? I have stacks of GURPS books that are fun just reading their rules.

Anything new from T5 I might use in GURPS if it doesn't have it already.
 
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