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What's Coming in T5

Okay, thanks. Yeah, as far as the various human subsets go, I did mean Darrians, Geonese, the Vilani variants and so forth. I'm looking forward to this new publication.

And the focus hasn't been on rebuilding any of the races; it's been on the process to create them and how they're used in-game. That's why I hinted at fan involvement.

Oh, one more thing, it sounds like there's a lot of "original intent" going on in this new Traveller iteration; i.e. no specific milieu, but a generic RPG as Traveller was originally designed to be.

And like the original, not open-ended generic. All the Travellerisms are still there, loud and clear. I think the reason was in order to support every conceivable milieu of the OTU... which results in a generic, but Traveller, system.
 
A materials question. IF T5 is going to be available in PDF will they make the doc settings such that with the Adobe S/W, you can edit your books as errata is released? This would be great. We ARE in the 21st century now after all ... ;)
 
Can one of the moderators with sufficient juju PLEASE rebuild the indexes for this thread so that it can be viewed in a mode other than "linear"? My default is fully threaded (not hybrid), and I keep getting an error when I try to access it. I have to go to another thread, set the display mode to linear, and then come back to this thread. Annoying, to say the lease.
 
And the focus hasn't been on rebuilding any of the races; it's been on the process to create them and how they're used in-game. That's why I hinted at fan involvement.



And like the original, not open-ended generic. All the Travellerisms are still there, loud and clear. I think the reason was in order to support every conceivable milieu of the OTU... which results in a generic, but Traveller, system.

I nearly missed this. Are you infering that there's going to be an aspect where you create stuff; beings and devices? Dare I ask and fear that this is following a "Champions"/Hero Games architecture, verse something really cool and drafted from scratch?

Thanks much in advance.
 
I nearly missed this. Are you infering that there's going to be an aspect where you create stuff; beings and devices? Dare I ask and fear that this is following a "Champions"/Hero Games architecture, verse something really cool and drafted from scratch?

Thanks much in advance.

Every edition has had some sort of system for the creation of creatures and things, is there any reason one should think that it would't be included in T5?

...and IMO, REALLY COOL!
 
I nearly missed this. Are you inferring that there's going to be an aspect where you create stuff; beings and devices? Dare I ask and fear that this is following a "Champions"/Hero Games architecture, verse something really cool and drafted from scratch?

No inference, it's there.

There is a build system for weapons, calibrated to produce the CT weapons; a build system for armor, calibrated to work with weapons; a build system for vehicles, calibrated to produce the CT vehicles and smallcraft (and they work with personal combat). And they're all related, so if you learn how one system works you'll know how the rest work. Each is capable of producing a wide variety of items, with assumptions made to reduce complexity and standardize the process.

These systems are not uber-all powerful and generic, like I heard Hero is like. They are not 'scientific' and logarithmic/exponent-heavy like Striker and FFSx. They are not even generic in the sense of EABA's clever Stuff! system. They do make use of multiplication and addition. Each builder is targeted to produce one type of thing: weapons, armor, vehicles.

The weapons you create can be used with CT out of the box. And with one recalibration, the weapons and armor you create can be used with MGT.

Then there's robots. One method of robot creation is dead-on easy: build a slaved or remotable vehicle that has some room left, and stick a computer brain into it. So orbital, automated shepherd smallcraft can gently tow your ship to the drydock. There are a couple other ways to create robots, too. The full implications of all this haven't hit yet. One implication has, however: computers in T5 are more realistic in size. Your starship will not need a machine room. In fact, the trader you're riding on may have a brain very similar to the one in your valet robot.

And of course there's a starship design system, which has a complexity around that of High-Guard-plus-all-the-nifty-features-of-MegaTraveller. Now I'm a Book 2 guy, and yet I understand this system better than I ever understood High Guard. That doesn't mean you'll like it better than system X; I'm speaking for myself. T5's ship design seems to hide the complexity better, or make it more concrete, or something. I'm also campaigning for adding in optional, simplifying steps for when certain elements aren't needed (e.g. standard sensor suites, simple armor, a few standard bridges, standard weapons). Something to speed up the process when I'm just designing a merchant. Please.

Yes, there is also a system that generates or defines the playable attributes of a sophont race, suitable for (1) running through chargen and (2) playable within the game mechanics without modification. Several of the OTU aliens have been ported into this system, and there are often decisions to be made in the process, but (in my opinion) no show-stoppers. Perhaps a little reorganization would help. The system is currently taking heat for implications from defining what a characteristic really is, and what it really isn't.
 
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And of course there's a starship design system, which has a complexity around that of High-Guard-plus-all-the-nifty-features-of-MegaTraveller. Now I'm a Book 2 guy, and yet I understand this system better than I ever understood High Guard. That doesn't mean you'll like it better than system X; I'm speaking for myself. T5's ship design seems to hide the complexity better, or make it more concrete, or something.

This sounds promising. ANY idea as to how close the system is to being RTM?
 
No inference, it's there.

There is a build system for weapons, calibrated to produce the CT weapons; a build system for armor, calibrated to work with weapons; a build system for vehicles, calibrated to produce the CT vehicles and smallcraft (and they work with personal combat). And they're all related, so if you learn how one system works you'll know how the rest work. Each is capable of producing a wide variety of items, with assumptions made to reduce complexity and standardize the process.

These systems are not uber-all powerful and generic, like I heard Hero is like. They are not 'scientific' and logarithmic/exponent-heavy like Striker and FFSx. They are not even generic in the sense of EABA's clever Stuff! system. They do make use of multiplication and addition. Each builder is targeted to produce one type of thing: weapons, armor, vehicles.

The weapons you create can be used with CT out of the box. And with one recalibration, the weapons and armor you create can be used with MGT.

Then there's robots. One method of robot creation is dead-on easy: build a slaved or remotable vehicle that has some room left, and stick a computer brain into it. So orbital, automated shepherd smallcraft can gently tow your ship to the drydock. There are a couple other ways to create robots, too. The full implications of all this haven't hit yet. One implication has, however: computers in T5 are more realistic in size. Your starship will not need a machine room. In fact, the trader you're riding on may have a brain very similar to the one in your valet robot.

And of course there's a starship design system, which has a complexity around that of High-Guard-plus-all-the-nifty-features-of-MegaTraveller. Now I'm a Book 2 guy, and yet I understand this system better than I ever understood High Guard. That doesn't mean you'll like it better than system X; I'm speaking for myself. T5's ship design seems to hide the complexity better, or make it more concrete, or something. I'm also campaigning for adding in optional, simplifying steps for when certain elements aren't needed (e.g. standard sensor suites, simple armor, a few standard bridges, standard weapons). Something to speed up the process when I'm just designing a merchant. Please.

Yes, there is also a system that generates or defines the playable attributes of a sophont race, suitable for (1) running through chargen and (2) playable within the game mechanics without modification. Several of the OTU aliens have been ported into this system, and there are often decisions to be made in the process, but (in my opinion) no show-stoppers. Perhaps a little reorganization would help. The system is currently taking heat for implications from defining what a characteristic really is, and what it really isn't.

Well, I guess that's a load off my mind. I'm not really sure at this point as I haven't seen it as yet, but I'll remain cautiously optimistic.

The logarithmic thing always bothered me about champions. I'm not a big Champions gamer to begin with. I've played the system a few times since high school, but can't really connect with the whole "tonight, I play a SUPER-HERO!" *insert echo effect*. Ergo, I tend to attach a certain stigma to the Hero system. That, and it tends to be heavy on dice usage.

Other aspects I'm concerned about, and maybe I should take time to read the whole thread, but, since I'm lazy, my home net access is temporarily down, I'll go ahead and toss the question here; will there be a level/experience system? I'm hoping not, but again, will withold judgment until I get a copy of T5 in my hands.

Thanks much for any reply.
 
The weapon design system is as simple as Bk2 Starships.
The ship design looks to be on par with MT, not to FF&S levels. Most of it is straightforward.

Robject: Champions is simple; it's a point-rating system. It's no more difficult than TNE to play, but it has a zillion choices for powers, and relies upon GM oversight heavily.... It's simpler in practice than TNE+FF&S by 2 orders of magnitude... it's just jargon heavy and effect driven. And weapons are built as powers, not designed in real world terms.

BG: In supers, Hero tends to use a lot more dice and be a lot more combat heavy; in play for Fantasy Hero, damages tend to be much smaller (a 4d6 RKA being pretty typical), and skills used more (which are 3d6 rolls)... Likewise, for Danger International, it was pretty slick.
 
Well, to me it's all the same. D&D type of stuff; kill and loot to gain experience to bulk up your character, which, to me at least, is pretty ridiculous for a game like Traveller.

Reason; you come to a point where no amount of experience is going to protect your character from ... I don't know ... falling off a cliff, accidentally stepping in front of an oncoming train, or even getting knifed in the back or in your sleep. I've railed against it on other threads, but, as I work on the stuff I wanted to for this game, I'd like to be prepared for what's expected of potential authors.
 
I rather like experience systems (my Traveller is BRP-flavoured). Characters should grow with game-time, and they should probably grow faster as adventurers than in prior service because they don't have to prop up a desk or file reports 80% of the time. I hope there is some kind of experience/training/study system in T5, more than the CT system.
 
There is a build system for weapons, calibrated to produce the CT weapons; a build system for armor, calibrated to work with weapons; a build system for vehicles, calibrated to produce the CT vehicles and smallcraft (and they work with personal combat).

(snip)

The weapons you create can be used with CT out of the box.


I can't believe my eyes. Please confirm. Are you telling us that T5 will include a weapon design system that produces CT compatible weapons?

I can use T5 to build a weapon, and I can end up with, say, the SMG, with all the Range stats, Armor stats, and DEX bonus/penalties?

Are you really saying that? Or something else?
 
I don't think that's what he meant to say, but I guess there might be a conversion thing planned. Or somethingelse like that.
 
S4:
It produces enough data to use it with MGT; it's not producing CT-style tables. Damages are in the same range as CT, tho'
 
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