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What was the concept behind T5

Psionics is magic?

Nope, this is magic:
Reality Manipulation allows editing of reality on a realtime basis: manipulation of physical laws, and revision or reversal of event flow.
Reality manipulation allows its users to attempt many different processes in pursuit of their goals while substantially decreasing the consequences and their costs. Those who do not discover Reality Manipulation face real and irreversible consequences for their mistakes.
Reality Manipulation
Event Branch Manipulation 25. The ability to evaluate the potential consequences of imminent events and to select
between such choices.
Reality Manipulation 27. The ability to edit reality, primarily through redos: limited retrospective changes to past events to alter their effects on the present.
Not-Foam Manipulation 28. The ability to conjure the existence of matter and energy in structured quantities from the elementary quantum froth of the universe.
Reality Drive 28. Drives capable of reaching almost any destination with a minimum of cost and time.
REALITY ENGINEERING 28
The ability to manipulate matter (at all scales from the sub-atomic to the macro) without physical interaction through detailed choices in the many branches of potential reality: the reality engineer selects potential matter motions and interactions to accomplish the desired results. Reality engineering is one possible prerequisite to many large scale physical constructs.
 
When I was a kid Traveller was sold in any store that also sold board games and model kits and model rockets and cox engine toys. Basically, hobbies/crafts stores.

I had to go to a dedicated GDW dealer shop in town if I wanted to by AHL or Imperium though.

Up until about seven years ago, there used to be a really huge hobby "superstore" called D&J Hobby down in the San Jose Cambell area in the south say. It was the first hobby store I went to when my adopted mother moved us out here. Male stuff like models, warsims, remote control anything, minis, and RPGs were on the left side as you entered the store, and female stuff like doll houses, crafts of various sorts, were on the right. Most of what I bought here were JTAS, FASA Far Traveller, and just an assortment of cool stuff. Sadly they closed their doors in … what, 2014? I can't remember. I have many fond memories of that place, including reading through "Legend of the Sky Raiders" and a few GURPS publications.

Anyway, I bring it up because even here D&D really seemed to be the golden boy as it too filled racks in this store. And I think it was here, and some place in Marin about a five minute drive of where I live now (it's now a female oriented knock knack shop, but was a comic and game store at one time) that I bought MT books.

Like I was telling MAgnus in an email, I kind of got MT, but the starship design rules were, again for me, just over the top with various sensors, commo gear, and the code generated for combat. I get that same kind of feeling with T5. To me starship combat ought to be like SFB; something that visually displays the ship and gives you a sense of its capabilities; turrets, armor and/or shields, armaments and damage track, ECM if any, and all the rest. In my gaming sessions when starship combat took place we always used the standard rules, rarely High Guard … if ever. And I think for MT we stuck with basic Traveller starship combat. An acquatinence bought me brilliant lances a few years back, but we never touched it. I seem to recall that the Star Wars' RPG had simplified space combat rules too, though I can't remember much of them. I like good complex games. It's why I got involved with SFB, Car Wars and all the rest. But for adventure gaming MT seemed way over the top. Again, that's my sense with T5. I don't know, I'll have to run a session and see.
 
Like I was telling MAgnus in an email, I kind of got MT, but the starship design rules were, again for me, just over the top with various sensors, commo gear, and the code generated for combat. I get that same kind of feeling with T5. To me starship combat ought to be like SFB; something that visually displays the ship and gives you a sense of its capabilities; turrets, armor and/or shields, armaments and damage track, ECM if any, and all the rest. In my gaming sessions when starship combat took place we always used the standard rules, rarely High Guard … if ever. And I think for MT we stuck with basic Traveller starship combat. An acquatinence bought me brilliant lances a few years back, but we never touched it. I seem to recall that the Star Wars' RPG had simplified space combat rules too, though I can't remember much of them. I like good complex games. It's why I got involved with SFB, Car Wars and all the rest. But for adventure gaming MT seemed way over the top. Again, that's my sense with T5. I don't know, I'll have to run a session and see.

I've only used "theater of the mind" when doing any combat at the table.
 
Three dimensional reality manipulation requires energy.
Borrow it from the quantum foam that makes reality.

Perhaps psionics directly tap into the hyperspace dimension.
The link between jump/higher dimensions and psionics was the motivation behind the Empress Wave in TNE.
Had the line continued the nature of jump/higher dimensions and psionics would have been explored more thoroughly.
 
...I kind of got MT, but the starship design rules were, again for me, just over the top with various sensors, commo gear, and the code generated for combat. I get that same kind of feeling with T5....

Yes, I get that feeling as well. I don't run ship combat at the T5 level of detail.
 
Yes, I get that feeling as well. I don't run ship combat at the T5 level of detail.

Star Fleet Battles, as it stands now, has 300+ some odd pages of rules, but most of them tend to be "special case" situations; i.e. ESG-web interaction, or effects of a pulsar on an Andro power absorber panel … ECM verse using "the Scrambler" verse using (my personal favorite device) ATG (active terminal guidance) for drones. All that stuff is explained in a well defined section.

And where I understood and got High Guard back in the CT days, it just seemed over engineered for the kind of game Traveller was. And MT just ratcheted that up by several degrees to the point where I didn't even bother with it. I just used basic CT starship combat, made little marks on the deck plans for damage. Essentially the deck plans became the Traveller's answer for SSDs; i.e. "breach in the hold gets a tick mark" "a breach in engineering gets a tick mark in addition to downgrading the powerplant or m-drive...whatever was hit" that kind of thing.

I'm hesitant to read T5's starship combat rules. I did go through them one time, but again it was very MT like. just my two imperial credits.
 
Yes, I get that feeling as well. I don't run ship combat at the T5 level of detail.
I'm busy simplifying T5 ship combat so I can port a lot of it to LBB:2.

Turrets - single, double, triple, quad
Barbettes - single, dual
Bays - small, large
Main

Compartmentalisation and Schrodinger damage resolution
 
I'm busy simplifying T5 ship combat so I can port a lot of it to LBB:2.

Turrets - single, double, triple, quad
Barbettes - single, dual
Bays - small, large
Main

Compartmentalisation and Schrodinger damage resolution

Sounds familiar.
 
All combat is role-played out in real-time. No minis at the table.

The year before last some guy at either Dundracon or Kublacon tried to sell me on "diceless roleplaying", which I saw as just not game related at all. To that end I wondered why he was at the convention, and had my suspicions.

Champions, although it's supposed to be an RPG, is more or less a superhero combat game a-la SFB and Carwars, using the same impulse mechanic. I bring it up because it has the reverse problem of not lending itself to RPing, but more or less gets bogged down in the "starship combat" aspect of the game, even though you're supposed to be a group of "supers" sleuthing out criminals or would-be conquerors of the world.

To me all combat ought to be either CT or Snapshot based. CT uses range bands, while Snapshot uses counters and a map with action points (I guess AHL does the same, but doesn't have the "granularity" of Snapshot, to borrow from a player's lexicon some years back).

I guess Traveller, as per the use of range bands and the two actions per turn mechanic, is abstract, and doesn't require minis, but I still think you need to role dice and keep track of damage.
 
I guess Traveller, as per the use of range bands and the two actions per turn mechanic, is abstract, and doesn't require minis, but I still think you need to role dice and keep track of damage.

Well, ya. You still have to use dice and damage for Traveller. I'm not sure what the game would be otherwise.
 
Nope, this is magic:
Part of an unfinished SF Horror campaign is that progress of tech levels to reality manipulation has "shortcuts", so some culture might jump straight to TL25+ from a low TL and either "ascend" or self destruct. Occasionally such a culture will get "exiled" by previously ascended races to pocket dimensions in order to sort themselves out while avoiding irreparable harm to the universe.

And THAT is the campaign setting's partial answer to the Fermi Paradox. Sophonts discover "magic", then vanish.
 
Well, ya. You still have to use dice and damage for Traveller. I'm not sure what the game would be otherwise.

Heh, have I got stories :)

Personally, I prefer Snapshot over basic personal combat. It has all the mechanics for every possible action you can think of. Eons back one player in my group did not like action points. He'd always get sour faced and say something like "Oh come on, not action points again..." Oh well. You can't please everybody. :mad:
 
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