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What rules or tables have you changed already?

Good changes!

Deletions:
75% less passive voice.

"You will be soft rocked by me
Though it may take some time, I know eventually
You will be soft rocked by me
I use the passive voice to show how gentle I'll be
When I soft rock you
You will know it's true
That you've never been soft rocked 'til you've been soft rocked by me."
 
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Kilemall - There is nothing a Marine can do that a Soldier can't do (albeit with less publicity). The Army (Surface Defense Force) provides ship's troops. I dropped Marines for the same reason I dropped the Mercenary and Pirate career (Too much overlap).

Eldritch horrors are neither good nor evil - they simply are.

The concept of good and evil was added to the Cthulhu Mythos by August Derleth, along with aligning them with the elements (Fire, Water, etc.). It's always amused me that Mythos authors and fans constantly whine about Derleth and his additions to the Mythos, but turn around and build their stories around concepts that HE added, while ignoring what Lovecraft actually wrote.

Malingering is a player action, not skill (always be the 4th volunteer for a 3 man detail.)

Adam Day - It's amazing to me how many game designers can't grasp how passive voice makes their products hard to use. It obscures action and makes it harder to follow. As an added bonus, it also takes up less space on the page.
 
Eh, marines are too good a scifi trope to waste IMO- plus BD/FGMP 9or maybe EGMP, Eldritch Gun Man Portable?

YUMV.
 
>>What rules or tables have you changed already?
I don't use the OTU, though I don't mind borrowing bits from it. I'm planning a version of CE tailor-made for my tech background. The changes I am planning are:
Tasks - to be more like Rule 68A.
Skills - some additions, some skills changed to specializations, new specialization rules.
Careers - some name changes, new careers (Police, Prisoner, Journalist, Clergy), university/academy terms.
(I'd like to remove the Barbarian career, and replace it with about 6 low-tech careers. Sort of like Mercator. Wish someone would make a low-tech (non-fantasy) version of CE, hint, hint.)
Homeworlds - borrowing some rules from MT, where you can't enter a career if your homeworld doesn't meet the qualifications (for instance, if you're from a low tech world, you can't enter certain careers, like Space Navy).
Spaceships - my ATU uses different technologies, so this will change the drives and prices.
Worlds - adding temperature, gravity to UWP. Also simple star system generation (no harder than Book 6 or MT).
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A question which I think goes along with the original question: Will you be placing your version online for all to see/learn from/criticize? :)
After reading some of the responses in this thread, I would love to see your versions.
 
Kilemall - There is nothing a Marine can do that a Soldier can't do (albeit with less publicity). The Army (Surface Defense Force) provides ship's troops. I dropped Marines for the same reason I dropped the Mercenary and Pirate career (Too much overlap).

While they're obviously not the same, there is a pretty strong distinction between SSD and Marines when we look at them in the RAWs.

Marine: Zero-G/1, Comms, Demolitions, Gun Combat, Gunnery, Melee Combat, Battle Dress.

Surface System Defense: Gun Combat/1, Mechanic, Gunnery, Melee Combat, Recon, Battle Dress.

The Marine is automatically a qualified spaceman.They have Comms and Demolitions, allowing hull breaches and coordinate assaults with their basic skillset, as well as retaining comms with their parent ship for coordination. A focus on Int/End in their qualification and survival rolls suggests your average marine is resilient and resourceful, both vital in space combat.

The Surface System Defender/Soldier is different. They start with Gun Combat/1, meaning your average soldier beats your average Marine in a gunfight. They start with Recon/Mechanics, meaning they can both have the initiative in combat and keep their gear running over extended fights. Their qualification/survival are End/Edu, so on average your SSD will have more advanced education skills than a Marine.

Also notable here is that the Marine qualifies on Int, survives on End, commissions on Edu, and advances on Soc. Soldier quals and commissions on End and survives/advances on Edu. That means it's WAY easier to stay a Soldier than it is a Marine.

The point here is that your initial premise 'There's nothing a Marine can't do that a Soldier can't do' is wrong, since the Soldier career will never give you any relevant space skills. You'll probably get more skills and promotions from being in Surface Defense, but the Marines are the only ones who get Zero-G.

Unless you've tweaked the tables or replaced one of the servicers with Zero-G (my usual go-to). Then all bets are off.
 
The point here is that your initial premise 'There's nothing a Marine can't do that a Soldier can't do' is wrong, since the Soldier career will never give you any relevant space skills. You'll probably get more skills and promotions from being in Surface Defense, but the Marines are the only ones who get Zero-G.

Unless you've tweaked the tables or replaced one of the servicers with Zero-G (my usual go-to). Then all bets are off.

That premise is based on real world observation (25+ years). That makes it correct. Marines qualifying on INT? Please.

There is nothing a Marine can do that a Soldier can't. CE has enough gun bunnies - no need in repeating mistakes of other games.

I eliminated the Marines, Mercenary, and Pirates career fields, not the skills. Ships don't carry Marines, they carry Ship's Troops.

I added a Professional Training roll for basic character generation (Similar to the special duty roll in MT) - It gets you into specialized school training (Combat Arms, Combat Support, Exotic Environment Ops, REMF Ops, Ship Board Ops.)

Another major difference in my character generation - Once commissioned (Player can decline) - no more hard skills - just like the real world.

I have also figured out how to model the Dunning-Kruger effect in Cepheus Engine. I field tested it at Travellercon and it worked just as I hoped it would.
 
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Adam Day - It's amazing to me how many game designers can't grasp how passive voice makes their products hard to use. It obscures action and makes it harder to follow. As an added bonus, it also takes up less space on the page.

Yeah, and in rules manuals it specifically obscures who is supposed to be doing the thing.

Spurious use of future tense is another of my pet peeves. I kill these when I find them in products I edit.
 
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A question which I think goes along with the original question: Will you be placing your version online for all to see/learn from/criticize? :)
After reading some of the responses in this thread, I would love to see your versions.

I'm developing for publication.

There - I said it.

Go look at DrivethruRPG.

There are guys selling the D&D adventures they ran as 14 year olds. People are buying them. The adventures I wrote over the last decade are better than what I wrote when I was 14.

Right now, the only question is - Do I put it in Foreven Sector or build my own? There are pluses and minuses to both.
 
My summer project this year is to hack the editable CE into something closer to a CT retclone.

My initial changes will be six character professions, a much reduced skill list, and a saving throw like skill system based on my two favourite target numbers...
 
My summer project this year is to hack the editable CE into something closer to a CT retclone.

My initial changes will be six character professions, a much reduced skill list, and a saving throw like skill system based on my two favourite target numbers...
I hope you post it when you are done. I suspect there are are few people doing the same thing.
 
For me - its all set in stone, and varies only with setting. Because I use a variety of settings. In fact, I feel a time travel setting coming on, where Cepheus Engine can become almost a generic roleplaying game!

Key tables to mess with for me are the skill/career tables. I certainly ignore Mercenaries and have no need of Bureaucrats. I'm also very keen on fewer skills to get in the way of player ingenuity and forethought. I remember past games in GURPS where there is a skill for 'everything' when players routinely threw up their hands and complained that 'they didnt have the skill for it!'. I never had that back in Classic Traveller and I think its due to the small number of strong, core skills.
 
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Hum, things I have changed...

Robots Hull and Structure, based it on the size classes in the jTas robots article.

And by extension of Above change, Vehicles Hull and structure based off of the size class in the Vehicles book.

Size class 5 Bots = Size Class 1 vehicle i.e. 5 H&S.
 
*cough, Cough* class and level.... :rolleyes:

That is not really a big issue. Converting is simple. Establish the math relationships, map it and you are on your way. I already have that finished.

Establishing a system to generate characters whole within target system that "feels" like the originating system is the trick.

Class is resolved as "career".
3.5 SRD multi-classing is simply the selection of a "second career".
The signature abilities like raging are resolved by establishing "Special Training Skills" in a manner similar to the "Psionic Skills" and defining parameters.

Level is the trick. Characters keep getting more and more bonuses and abilities dammit.
BUT :smirk:
If one considers that Ranks in a careers add skills....
Some of this resolved by placing the "Special Training" in the Career Ranks. So a 3.5 Monk gets "Flurry of Blows" and later "Falling without Injury". Maybe give that Rank 0 (Novice) Monk "Flurry of Blows" and a Rank 2 (Brother) Monk "Falling Without Injury" :D
 
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That is not really a big issue. Converting is simple. Establish the math relationships, map it and you are on your way. I already have that finished.

Establishing a system to generate characters whole within target system that "feels" like the originating system is the trick.

Class is resolved as "career".
3.5 SRD multi-classing is simply the selection of a "second career".
The signature abilities like raging are resolved by establishing "Special Training Skills" in a manner similar to the "Psionic Skills" and defining parameters.

Level is the trick. Characters keep getting more and more bonuses and abilities dammit.
BUT :smirk:
If one considers that Ranks in a careers add skills....
Some of this resolved by placing the "Special Training" in the Career Ranks. So a 3.5 Monk gets "Flurry of Blows" and later "Falling without Injury". Maybe give that Rank 0 (Novice) Monk "Flurry of Blows" and a Rank 2 (Brother) Monk "Falling Without Injury" :D

Honestly if I were going down that route I would Pick Savage Worlds over D20 Modern.

The problem with both of them is the lack of integral Vehicle and Ship's rules that are functional with any detail...
 
I think you all misunderstand. I am not trying to recreate a level based system. Traveller 20 did a good job of that many years ago.

What I am doing is taking the d20 SRD (3.5 and Modern), a level based system, removing the incompatible level based elements (level, hit dice, hit points, improving saves) and converting the cool juicy elements (class features, some but not all Feats, special features, spells) to Cepheus, a skill based system.

You all may scoff, but the groundwork for my project has already been published, by the writer of Cepheus Engine no less, Jason Kemp.

The key is simply this: When you realize that most non-level based RPG, including Cepheus do have implicit levels (Skill Levels, Terms of Service, Rank, Task Difficulty, etc.) describing increased ability...

...and then accept that premise...

It then becomes easier to accept decoupling features/benefits in SRD level tables. Where you require or want a benefit hierarchy and/or make it rare, put it in the Rank Table.
 
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