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TNE core rules mark 1 mod 1

BuddyJC

SOC-4
Just curious about this revised printing. Did all the errata make it into the book or only parts of it?

I have the core rule book from the deluxe set and was thinking about buying the revised edition too. Yeah, I know that Traveler is an addiction and I blame my sorry state on Aramis for getting me started on Mega Traveller :)
 
There is still further errata to apply to the mark 1 mod 1 version (see FFE's errata sheets).

In addition to updating weapons for FFS, and applying some errata, there is also a wee bit of stuff in there that isn't in the "official" errata, such as the ability to increase stats in place of skills during character development (pretty important, since it's otherwise pretty impossible to improve stats in character development).

I'd say given how extensive the errata is for this puppy, if you can find a reasonably priced copy, it's worth it.
 
Just curious about this revised printing. Did all the errata make it into the book or only parts of it?

I have the core rule book from the deluxe set and was thinking about buying the revised edition too. Yeah, I know that Traveler is an addiction and I blame my sorry state on Aramis for getting me started on Mega Traveller :)

Only parts.

Starting people on MT is a thing I do... but I've not been to Europe. Ever. That i know of.

Errata becomes an addiction, too.
 
Ok, I partly blame you, Aramis. I bought MT on a whim having heard murmurs about it and soon after discovered this wonderful forum, searching for things related to MT

Not having played/read CT, Striker or AHL really made understanding some portions of MT really hard, but a lot of the discussions on this forum made it possible for me to understand the hows and whys of great many things.

So at present I'm starting my own little heresy of porting the MT 2D6 task system to TNE and maybe mash in some 2300AD ship construction, just to stir things up :)

So thanks for hosting this amazing forum and for all of you guys (and gals) for having all these "weird" and nerdy mindbending discussions on HOW things would work in Traveller terms with a our knowledge of physics (and a bit of handwavium and Unobtanium.)
 
Don't change the task system, they designed it that way for a reason.

One of the symmetries I found was that there are a lot of types of tasks that get twice as hard, frex if you double the range to a target, it's twice as hard to hit it. If the target is twice the size, it's half as hard to hit it. Doubling your rate of fire doubles your chances to hit. Etc. There are lots of other tasks where a simple doubling/halving of the odds occurs, and the task system is designed to follow along with that naturally. This is done by simply changing the task difficulty by one notch. This is something you can't easily do with DMs or a 2D6-based task difficulty system, but it's trivially simple to accomplish with the TNE task system (aka the GDW House System). And, like in D&D-type games, DMs change your odds of accomplishing something by a flat 5% each, which is also handy when you want to make something more or less likely by a given percentage.

Sadly, it's been decades since I gave it a hard look, and I never got to play it, but I did do a lot of work on a spreadsheet for building stuff, and that was one of the interesting things I found out about. Detection and fire tasks become a lot easier to understand using the system. So give it a try before you tinker.
 
Personally I'm tempted to use the Mongoose Character Creation system with TNE's Fire Fusion and Steel for ships, weapons etc.
 
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