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What were the problems with MT?

Originally posted by Evil Dr Ganymede:

I could almost see the point of the Aircraft Operation feat in D20M <snip> So it could vaguely be thought of as a 'stunt' thing that could be sorta like a 'special manoeuvre'.

But IIRC in T20 that doesn't happen. You need the Pilot Grav Vehicle feat in order to have any level of the corresponding skill. For some reason you have to waste both a skill and a feat slot to be able to fly a grav vehicle with any vague degree of competence. That doesn't make sense to me at all.
d20 Modern has one TL. T20 has many. Feats don't have to be stunts or special moves. They are IMO another thing to set a character apart from other and especially from similar characters. (i.e. one level 5 Marine from another level 5 Marine. One may be able to drive a Grav tank while another may pilot a Ship's Boat)

Homeworld feats are automatic based on a characters homeworld and are vessel based above a certain TL (based on MT's homeworld skills IIRC). And if you get the Vessel feat you *automatically* get the corresponding skill (either Driving or Pilot) at rank 0.

So most characters (from a TL 10+ world which is when grav vehicles first appear IIRC) will have the Vessel/ Grav feat and the Driving skill at Rank 0 before any levels and be able to fly a grav vehicle with any penalty for free. While in d20 Modern characters are assumed to be able to drive say a car and be able to easily learn to fly a small plane. d20 Modern characters have fewer feats than Traveller characters and they don't get Pilot at Skill Rank 0 since it is a trained skill. So it evens out enough between the two games IMO.

[Edit for some clarity hopefully ;P]

Casey
 
Originally posted by Evil Dr Ganymede:

I could almost see the point of the Aircraft Operation feat in D20M <snip> So it could vaguely be thought of as a 'stunt' thing that could be sorta like a 'special manoeuvre'.

But IIRC in T20 that doesn't happen. You need the Pilot Grav Vehicle feat in order to have any level of the corresponding skill. For some reason you have to waste both a skill and a feat slot to be able to fly a grav vehicle with any vague degree of competence. That doesn't make sense to me at all.
d20 Modern has one TL. T20 has many. Feats don't have to be stunts or special moves. They are IMO another thing to set a character apart from other and especially from similar characters. (i.e. one level 5 Marine from another level 5 Marine. One may be able to drive a Grav tank while another may pilot a Ship's Boat)

Homeworld feats are automatic based on a characters homeworld and are vessel based above a certain TL (based on MT's homeworld skills IIRC). And if you get the Vessel feat you *automatically* get the corresponding skill (either Driving or Pilot) at rank 0.

So most characters (from a TL 10+ world which is when grav vehicles first appear IIRC) will have the Vessel/ Grav feat and the Driving skill at Rank 0 before any levels and be able to fly a grav vehicle with any penalty for free. While in d20 Modern characters are assumed to be able to drive say a car and be able to easily learn to fly a small plane. d20 Modern characters have fewer feats than Traveller characters and they don't get Pilot at Skill Rank 0 since it is a trained skill. So it evens out enough between the two games IMO.

[Edit for some clarity hopefully ;P]

Casey
 
Originally posted by Casey:
d20 Modern has one TL. T20 has many. And don't think of feats as having to be stunts or special moves. They are IMO another thing to set a character apart from other and especially from similar characters. (i.e. one level 5 Marine from another level 5 Marine. One may be able to drive a Grav tank while another may pilot a Ship's Boat)
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.

Homeworld feats are automatic based on a characters homeworld and are vessel based above a certain TL (based on MT's homeworld skills IIRC). And if you get the Vessel feat you *automatically* get the corresponding skill (and there are only *two* vessel skills, driving or piloting so there is no driving/grav vehicle skill) at rank 0.
*snip*
Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
 
Originally posted by Casey:
d20 Modern has one TL. T20 has many. And don't think of feats as having to be stunts or special moves. They are IMO another thing to set a character apart from other and especially from similar characters. (i.e. one level 5 Marine from another level 5 Marine. One may be able to drive a Grav tank while another may pilot a Ship's Boat)
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.

Homeworld feats are automatic based on a characters homeworld and are vessel based above a certain TL (based on MT's homeworld skills IIRC). And if you get the Vessel feat you *automatically* get the corresponding skill (and there are only *two* vessel skills, driving or piloting so there is no driving/grav vehicle skill) at rank 0.
*snip*
Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
 
Originally posted by Casey:
d20 Modern has one TL. T20 has many. And don't think of feats as having to be stunts or special moves. They are IMO another thing to set a character apart from other and especially from similar characters. (i.e. one level 5 Marine from another level 5 Marine. One may be able to drive a Grav tank while another may pilot a Ship's Boat)
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.

Homeworld feats are automatic based on a characters homeworld and are vessel based above a certain TL (based on MT's homeworld skills IIRC). And if you get the Vessel feat you *automatically* get the corresponding skill (and there are only *two* vessel skills, driving or piloting so there is no driving/grav vehicle skill) at rank 0.
*snip*
Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
 
Originally posted by Evil Dr Ganymede:
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.
Because it's a d20 system game, not some other system
and d20 uses feats as well as skills to distinguish characters. Similar to how other systems use both skills and say advantages/disadvantages (which can be linked to skills) (however d20 doesn't have disadvantages) to distinguish similar characters. Perhaps the choice of Vessel feats was a poor one. So say one Marine has Improved Initiative while the other has Toughness (more Stamina/Lifeblood). *Neither* of these feats are linked with skills.

Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
It cuts down on the number of skills needed down to two. And because d20 uses feats to note certain proficiencies in general. (armor, weapons, and vehicles)

And since there is only just a Driving and a Pilot skill the various Vessel feats state just what Vessels a character can use. (hence why I see them like driver's licences; my character can drive grav and wheeled vehicles 'cos they took the test and got the licences [feats] for them)

Casey
 
Originally posted by Evil Dr Ganymede:
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.
Because it's a d20 system game, not some other system
and d20 uses feats as well as skills to distinguish characters. Similar to how other systems use both skills and say advantages/disadvantages (which can be linked to skills) (however d20 doesn't have disadvantages) to distinguish similar characters. Perhaps the choice of Vessel feats was a poor one. So say one Marine has Improved Initiative while the other has Toughness (more Stamina/Lifeblood). *Neither* of these feats are linked with skills.

Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
It cuts down on the number of skills needed down to two. And because d20 uses feats to note certain proficiencies in general. (armor, weapons, and vehicles)

And since there is only just a Driving and a Pilot skill the various Vessel feats state just what Vessels a character can use. (hence why I see them like driver's licences; my character can drive grav and wheeled vehicles 'cos they took the test and got the licences [feats] for them)

Casey
 
Originally posted by Evil Dr Ganymede:
One would think that this sort of difference is covered by skills and doesn't require feats. Plenty of other systems manage it that way, after all.
Because it's a d20 system game, not some other system
and d20 uses feats as well as skills to distinguish characters. Similar to how other systems use both skills and say advantages/disadvantages (which can be linked to skills) (however d20 doesn't have disadvantages) to distinguish similar characters. Perhaps the choice of Vessel feats was a poor one. So say one Marine has Improved Initiative while the other has Toughness (more Stamina/Lifeblood). *Neither* of these feats are linked with skills.

Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity).
It cuts down on the number of skills needed down to two. And because d20 uses feats to note certain proficiencies in general. (armor, weapons, and vehicles)

And since there is only just a Driving and a Pilot skill the various Vessel feats state just what Vessels a character can use. (hence why I see them like driver's licences; my character can drive grav and wheeled vehicles 'cos they took the test and got the licences [feats] for them)

Casey
 
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
 
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
 
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
 
Evil Dr Ganymede wrote:

"Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity)."


Dr. Thomas,

The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.


Sincerely,
Larsen
 
Evil Dr Ganymede wrote:

"Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity)."


Dr. Thomas,

The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.


Sincerely,
Larsen
 
Evil Dr Ganymede wrote:

"Which is all very convoluted IMO... why not say that the skill or the feat is all you need? What's the purpose of requiring BOTH? It doesn't appear you can have one without the other, so one seems rather redundant. Every other system I can think of says that if you get a skill at level 1, that means you have the basic knowledge to perform a task with that skill. So why throw the feat into the mix here? I'm still not seeing what that adds to the situation (beyond unnecessary complexity)."


Dr. Thomas,

The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.


Sincerely,
Larsen
 
Originally posted by Elliot:
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
Elliot; you are correct. I believe in that interview Marc Miller stated he was the one who came up with a task system, presented it early on, then stated that he advised the DGP folks on how to go about reformulating one for MT (at least that's what I recall reading). Far be it from me to beat this horse any further ;) but our group (and again myself in particular, since I ran most of our adventures) felt hung out to dry when it came to resolving critical tasks. Tasks that were either defined by some hidden rule specicially for that one adventure (the success/failure roll from "Divine Intervention" comes to mind), or not defined at all. I believe in the example of play in the old CT books they tell you that an Admin-4 skill, though high, is not readily defined by some mathematical application (i.e. do not roll dice to see how well you organize the ship's crew, or prisoners of your cell block for the big escape, and so forth). But then if it's not defineable in terms of an absoloute game mechanic, then what does it mean?

I must say the more I think about it the more I loved the hit/penetration thing for the combat system. Even vaunted veteran systems like D&D didn't have a well thought out combat mechanic like that
There were occasions when a relatively primitive weapon hit someone wearing heavy armor of somekind, and then would cause damage to the character (player or NPC) leaving us to scratch our heads: How did a bow and arrow manage to hurt that guy wearing full Imperial TL15 Battledress? Off handidly we recalled a stormtrooper from Return of the Jedi getting hit in the back with an Ewok arrow ... it didn't wash with us because we knew better, but ... well, I don't know :(

The detail of the adventures for CT as opposed to what little I saw for MT were hit and miss, I think. Some of the details in the LBBs were well defined, well thought out, and enjoyable; think "Night of Conquest" or "Death Station" as a couple of good ones. Others, as Elliot pointed out, were rather elusive or nebulous in defining what the players were to actually do and achieve, much less give incentive to act upon; "Nomads of the Ocean World," "The Kinunir" as Elliot cited, and a couple others whose titles escape me.

MTs adventures? I only saw a couple, and don't remember much from them. They were desired, and would've been helpful, but not neccesarily needed. More later .... I've got to go.
 
Originally posted by Elliot:
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
Elliot; you are correct. I believe in that interview Marc Miller stated he was the one who came up with a task system, presented it early on, then stated that he advised the DGP folks on how to go about reformulating one for MT (at least that's what I recall reading). Far be it from me to beat this horse any further ;) but our group (and again myself in particular, since I ran most of our adventures) felt hung out to dry when it came to resolving critical tasks. Tasks that were either defined by some hidden rule specicially for that one adventure (the success/failure roll from "Divine Intervention" comes to mind), or not defined at all. I believe in the example of play in the old CT books they tell you that an Admin-4 skill, though high, is not readily defined by some mathematical application (i.e. do not roll dice to see how well you organize the ship's crew, or prisoners of your cell block for the big escape, and so forth). But then if it's not defineable in terms of an absoloute game mechanic, then what does it mean?

I must say the more I think about it the more I loved the hit/penetration thing for the combat system. Even vaunted veteran systems like D&D didn't have a well thought out combat mechanic like that
There were occasions when a relatively primitive weapon hit someone wearing heavy armor of somekind, and then would cause damage to the character (player or NPC) leaving us to scratch our heads: How did a bow and arrow manage to hurt that guy wearing full Imperial TL15 Battledress? Off handidly we recalled a stormtrooper from Return of the Jedi getting hit in the back with an Ewok arrow ... it didn't wash with us because we knew better, but ... well, I don't know :(

The detail of the adventures for CT as opposed to what little I saw for MT were hit and miss, I think. Some of the details in the LBBs were well defined, well thought out, and enjoyable; think "Night of Conquest" or "Death Station" as a couple of good ones. Others, as Elliot pointed out, were rather elusive or nebulous in defining what the players were to actually do and achieve, much less give incentive to act upon; "Nomads of the Ocean World," "The Kinunir" as Elliot cited, and a couple others whose titles escape me.

MTs adventures? I only saw a couple, and don't remember much from them. They were desired, and would've been helpful, but not neccesarily needed. More later .... I've got to go.
 
Originally posted by Elliot:
May it please you my Lords

I cannot agree with my learrn'd friends that the task system was an add on to reflect the games systems of the time. The task system had its origins in the Traveller's Digest long before MT. IIRC GDW thought it a pretty neat addition to the ill thought out 8+ business. We loved it - it took away the need to use rule books. It also stopped arguments dead. The testimony to the task system is that MWM is still contemplating it in T5.

As to Digest being amatuers: I think Mr Wiseman might have some sour grapes (although I have never seen the article where he calls Fugate such). GDW were not paragons of professionalism either. Errata had to be published for many GDW products and some CT Traveller adventures are just ideas that need to be thrashed out for players. I had a real shock coming from TSR products of the day such as S1: Tomb of Horrors to The Kinunir - the lack of thought as to how to turn the fragements into a campaign was shocking compared to the small amount of brain cell that went into the fantasy modules of the day. Resarch Station Gamma was even more pointless than G1-3!

Digest products on the other hand had a bit of thought as to how they would be played and had comparable production values to GDW's traveller products.

As to setting - the problem with the Rebellion is that it brought High Politics too close to home. In CT Strephon was a distant figure, in MT he was too near. Still I wouldn't mind putting together a campaign in Daibei, with the players to protect Duke Craig's realm from all sides. In my view that would be a cool setting.

My Lords
Unless I can assist you further, those are my submissions.
Elliot; you are correct. I believe in that interview Marc Miller stated he was the one who came up with a task system, presented it early on, then stated that he advised the DGP folks on how to go about reformulating one for MT (at least that's what I recall reading). Far be it from me to beat this horse any further ;) but our group (and again myself in particular, since I ran most of our adventures) felt hung out to dry when it came to resolving critical tasks. Tasks that were either defined by some hidden rule specicially for that one adventure (the success/failure roll from "Divine Intervention" comes to mind), or not defined at all. I believe in the example of play in the old CT books they tell you that an Admin-4 skill, though high, is not readily defined by some mathematical application (i.e. do not roll dice to see how well you organize the ship's crew, or prisoners of your cell block for the big escape, and so forth). But then if it's not defineable in terms of an absoloute game mechanic, then what does it mean?

I must say the more I think about it the more I loved the hit/penetration thing for the combat system. Even vaunted veteran systems like D&D didn't have a well thought out combat mechanic like that
There were occasions when a relatively primitive weapon hit someone wearing heavy armor of somekind, and then would cause damage to the character (player or NPC) leaving us to scratch our heads: How did a bow and arrow manage to hurt that guy wearing full Imperial TL15 Battledress? Off handidly we recalled a stormtrooper from Return of the Jedi getting hit in the back with an Ewok arrow ... it didn't wash with us because we knew better, but ... well, I don't know :(

The detail of the adventures for CT as opposed to what little I saw for MT were hit and miss, I think. Some of the details in the LBBs were well defined, well thought out, and enjoyable; think "Night of Conquest" or "Death Station" as a couple of good ones. Others, as Elliot pointed out, were rather elusive or nebulous in defining what the players were to actually do and achieve, much less give incentive to act upon; "Nomads of the Ocean World," "The Kinunir" as Elliot cited, and a couple others whose titles escape me.

MTs adventures? I only saw a couple, and don't remember much from them. They were desired, and would've been helpful, but not neccesarily needed. More later .... I've got to go.
 
Originally posted by Larsen E. Whipsnade:
The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.
[/QB]
Well, not all the feats in T20 are done like the vehicles feats - as Casey said, one soldier could have Toughness and the other could have Improved Initiative or something. It's just these feats that you must take in order to have certain skills (and you can't have one without the other) that I don't see the point of.
 
Originally posted by Larsen E. Whipsnade:
The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.
[/QB]
Well, not all the feats in T20 are done like the vehicles feats - as Casey said, one soldier could have Toughness and the other could have Improved Initiative or something. It's just these feats that you must take in order to have certain skills (and you can't have one without the other) that I don't see the point of.
 
Originally posted by Larsen E. Whipsnade:
The 'Feats' idea is an evolutionary appendix, like webbed toes or a vestigal tail. DnD had them, so d20 has them, so T20 has them. Trying to excise them out of the d20 system just for T20 wouldn't work, they're too intertwined.

Another point to consider are the d20 players being coaxed into the Traveller setting. They use 'feats' and are familiar with the whole skills/feats mechanic no matter how convoluted. Making T20 'featless' would raise just as many squawks among d20 players as the squawks caused by adding feats and XPs to Traveller among non-d20 players.
[/QB]
Well, not all the feats in T20 are done like the vehicles feats - as Casey said, one soldier could have Toughness and the other could have Improved Initiative or something. It's just these feats that you must take in order to have certain skills (and you can't have one without the other) that I don't see the point of.
 
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