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Which Edition? Trying to not confuse Traveller5 with Traveller 5E

Good news! (At least from my point of view.) According to other news sources (see below) D&D 5e 2024 rules are being branded as D&D 5.5e.
Hopefully the new Traveller rules will be branded as "Traveller 5.5e" and that will be less confusing than the previous "Traveller 5e".


Joshua
 
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 you can do all that is a system that uses 2d6 for resolution and has characters that have characteristics that average 7 out of 12, with skills typically at level 1 or 2 but with potential for 4+ (which breaks the 2d6 resolution mechanic but hey ho) then I don't see why attributes that average 11 out of 18, a resolution system based on a d20 (I've already posted how you keep the target numbers the same as CT) and skills that are typicall at 2 to 6, but can go higher, then I don't think the game system is the stumbling block.

Nearly four thousand (3949) with just over three weeks to go until launch are now following - remember you only get the free gifts with a pledge during the live campaign.

This has three times the following of a typical Mongoose kickstarter now,

 
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.
I've never played D20 4E, but that sounds a lot like the general complaint against 4E. Anybody saying how this iteration is different?
 
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).
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.
 
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.
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 levels :) I'm assuming the new Traveller 5e will be using the current SRD v5.2.1 and it really is worth reading to get a genuine understanding of the game.
 
lol, every time someone posts their latest favourite character either here or on the Mongoose forums:

the character is an attractive female who is the best in her field at everything

characteristics are way above the average plus one standard deviation

min maxing is alive and well in the Traveller community.

I agree with the lower power level of D&D with regards to 3rd which I ran a lot of, and 5th that we dipped into for a bit before falling out with the message being preached, 4th I bought but we shipped ever trying to play it.

The last D&D session I ran used basic/expert with 5 ed skills added.
 
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.
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.
 
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.
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?

Also, just because a game is based on the SRD doesn’t mean publishers can’t change rules or add their own. As Mike points out, the massive damage rule is one example, T20 had Stamina and Lifeblood (Star Wars d20 had something similar). I don’t think they will, but World’s Largest Dungeon could decide that starting HP=CON and increase by 1 per level.
 
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