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Traveller 5 and Classic Traveller

I posed a question in the CT forum and was redirected here, namely how different is Traveller 5 from Classic Traveller? Is there any documentation that elucidates the general architecture of the ruleset?
 
From what I've seen (and that's not much--I'm not a playtester), T5 reminds me of a "fixed" T4.

So...I'd say it's closest to T4, especially with mechanics. In theme and atmosphere, it seems closest to CT, more so than MGT.

That's just my impression so far, though. It could flip 180 degrees once I actually see the thing--if it ever hits print.
 
T5... and Goodness

Bought the CD, printed it up (never liked reading from a screen) - and I like it.... Once the errata gets all cleaned up (of course, I didn't look too close, know that others are working quite hard on that) -

I see no reason to "Go Mongoose" (although, it is a cool name)....

The only thing I don't like (and it's MY problem and no one else's) - I prefer MARINES to to what they got changed to... but then again, it's also not worth fighting about (IMTU-T5!)

TTFN:D
 
If I buy T5 as it is now, will I get an update when it is officially released? Or will that be another product?
 
One last question. Does T5 use lots of references to other products in its rules, or does T5 assume the player has never heard of or has never played Traveller before? I don't think D&D 4 refers to 1974 D&D or to D&D 2nd Edition in its rules does it?
 
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I can't think of any references to an other Traveller products except in the introductions or preliminaries chapters, one or the other, or maybe both. I could have forgotten some, though.
 
One last question. Does T5 use lots of references to other products in its rules, or does T5 assume the player has never heard of or has never played Traveller before?

T5 as written pretty much assumes you're new to the Traveller universe. Each chapter starts off with basic descriptions of the concept proposed, then gets into mechanics and sometimes examples.

It's actually very cool, but it's huge and extremely comprehensive. A certain other sci-fi RPG board had a post that described it as "anal" but I disagree - T5 is taking on everything from genetics to visual spectra to slug throwers to TL manufacturing differences. Two of those four examples have never been addressed under Traveller rules before, at least to my knowledge.

The rules are kinda rough right now, as they are still in development, but man - there is some sweet stuff in there.
 
I'm curious, too. No more Marines in Traveller 5? That's kinda like removing the Fighter from D&D, ain't it?

Marines are STILL Marines.

I'm not sure what people are looking at... Chapter 5 (Careers), page 1:

The 13 careers are: Soldier, Scholar, Spacer, Entertainer, Functionary, Marine, Craftsman, Noble, Merchant, Rogue, Scout and Agent. Plus Citizen, which is the generic "non-career" career.

Soldier = Army
Scholar = Scientist
Spacer = Navy
Functionary = Bureaucrat

But, Marine = Marine.
 
I also admit I hate reading from a screen, but printing not cost effective for me lately (I reuse any copy paper I can ). I do like a lot in T5 (like Sanity) & have being putting a bit into my CT game for cons. My wife was dismayed at first at the change in Chargen, but she thought the changes were great for the alien races. She was disappointed with the Pirates being dropped, since it's her favorite class besides Marines.
 
:oo:D'Oh!:oo:

You found my error before I could get to my paper copy and confirm my mistake.... apologies, all

(Still think Spacers should be called Navy, Soldiers.... meh, prefer Army, but not as big a deal as the thought of losing The Few, The Proud....) And just to be clear... I'm expressing my own opinion and **NOT** trying to start any kerfuffle about "how it should be if I were King" - Cuz I'm not, and I like what has been done... and I intend to continue following the rules (terms of early release and all that stuff.....).

Again, sorry for the fear/scare that my error caused... (mutter, grumble, self-deprecate, etc)

:)
 
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