So the D&D version of Traveller (Traveller 5.5) will be half as good as Traveller 5.10?The latest version of Traveller 5 is Traveller 5.10...
You clearly know how to drive corporate Gamelord brand managers crazy.So the D&D version of Traveller (Traveller 5.5) will be half as good as Traveller 5.10?![]()
I've never played D20 4E, but that sounds a lot like the general complaint against 4E. Anybody saying how this iteration is different?Seriously, the latest D&D (5.5 or 2024) is structured as a game mechanic to ultra-customize characters into almost a “superhero” type of campaign [which isn’t innately bad] … but I am having a very hard time imagining how you translate any “space opera” setting or mechanic (including Mongoose Traveller IP) into that sort of a “headspace”. Can you really have LOTS of specialized alien races (with race bonuses) and lots of specialized classes (with class bonuses) and lots of specialized skills and lots of specialized optional actions and lots of specialized PSIONIC powers. Then build characters by stacking bonuses from all these options?
If they succeed, it will certainly open a door for people that are not “Typical Traveller” players to have some very unique “Traveller” games. The “rules lawyer” in me just sees it as a Herculean task that does not translate directly from what already exists to the D&D 5.5 paradigm.
If there is, that rejection is mostly due to the 5.5 changes. 5.0 was still leading sales in the ICV2 data. And 5.5 seems to be still the #1 according to the same source.I hear that D&D 5.5 is being scrapped for a D&D 6.0 because of issues with fan base rejection. I wonder how that might impact a Traveller for D&D rules edition? Honestly, the new D&D rules are so radically different from the OSR feel of most Traveller mechanics (including Mongoose and T5) that I cannot imagine how to incorporate the Classes and Powers and Feats and Specialized Classes and Race bonuses into a Traveller CharGen mechanic. How do you create a Traveller Game for min-max super build Characters? (the issue with the current D&D game mechanics).
I honestly don't see a problem here. Yes there are plenty of players who enjoy min-maxing their characters, but starting characters are NOT superheroes by any stretch of the imagination. After playing the hell out of D&D 3.x and Pathfinder for 20 years, D&D 5 felt like a real dialling down of power levelsSeriously, the latest D&D (5.5 or 2024) is structured as a game mechanic to ultra-customize characters into almost a “superhero” type of campaign [which isn’t innately bad] … but I am having a very hard time imagining how you translate any “space opera” setting or mechanic (including Mongoose Traveller IP) into that sort of a “headspace”. Can you really have LOTS of specialized alien races (with race bonuses) and lots of specialized classes (with class bonuses) and lots of specialized skills and lots of specialized optional actions and lots of specialized PSIONIC powers. Then build characters by stacking bonuses from all these options?
If they succeed, it will certainly open a door for people that are not “Typical Traveller” players to have some very unique “Traveller” games. The “rules lawyer” in me just sees it as a Herculean task that does not translate directly from what already exists to the D&D 5.5 paradigm.
This is my conflict.I honestly don't see a problem here. Yes there are plenty of players who enjoy min-maxing their characters, but starting characters are NOT superheroes by any stretch of the imagination.
I’m not sure you can reconcile these two different gaming world views. I think Traveller 5e is (probably) going to play more space opera/pulpy than say MgT2e, and the rules are written to do that. Have you heard about GNS game theory as a way to analyse games?This is my conflict.
D&D, pioneer RPG, characters level up, they get more powers, get harder to kill. Look at the vast majority of RPG, and computer RPGs, and they follow that same model.
A Level 10 character is just flat out more durable and versatile than a Level 1 character.
But in a "modern" genre, I mean, a chest wound is a chest wound. I don't care what level you are.
So, I'm just curious how to reconcile those two different gaming world views.