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A couple quick questions

I've had T20 for a rather long time, and have been mining it for rules for use in my D&D game, bu tI am about to start my first actual T20 Traveller game and I have a couple quick questions.

First, I noticed there are a lot of supplements available on PDF. Which ones should I pick up for a group new to the Traveller Universe, but hoping to explore as many aspects of the system/universe as possible?

On a somewhat related note, what are the differences between the older printing of T20 and the second printing? Would my money be better spent updating what I already have or buying new supplements?

Finally, a question about previous experience. If I start with my first class as a Service Class, say Navy, can I take my first unit of previous experience in University, with the intention of going to OTC? What happens if I do, but fail to qualify?

Thanks for any help.
 
I'd get the Gateway to Destiny pdf - it has an excellent introduction to the Traveller universe section and gives you plenty of space to play in.

The second printing fixed some errata, all of which you can download as a free pdf.

Welcome aboard
 
Originally posted by Master of the Game:
I've had T20 for a rather long time, and have been mining it for rules for use in my D&D game, bu tI am about to start my first actual T20 Traveller game and I have a couple quick questions.
Which rules were you applying for D&D I wonder?

First, I noticed there are a lot of supplements available on PDF. Which ones should I pick up for a group new to the Traveller Universe, but hoping to explore as many aspects of the system/universe as possible?
No question about it: The Gateway to Destiny sourcebook is all that you need.

As far as other supplements go, TA1 is worth the pick up.

Finally, a question about previous experience. If I start with my first class as a Service Class, say Navy, can I take my first unit of previous experience in University, with the intention of going to OTC? What happens if I do, but fail to qualify?
If I understand you correctly, you want to go to university first and head into OTC - if so, then you make a level 1 Navy character like normal but you start off as an officer. There are no 'university' classes, except for the academic - which doesn't really apply in this case because your career is Navy not Academic.

If you fail university you still have to join the Navy - you just don't make it as an officer, you have to enlist so you start off as a crewman.
 
Originally posted by stofsk:
Which rules were you applying for D&D I wonder?
I used a variant of the Lifeblood rules, basically I made armor give DR, and then used Lifeblood as written. It made for a much grittier game, and kept high-level combat from dragging. To keep magic from being over-powering I made it so that magic didn't do lifeblood damage until the character had run out of hit points, regardless of armor. Otherwise one 5d6 Fireball would have polished off the whole group


I also stole the idea of previous experience, though I did ours a little differently. It was based on upbringing and background rather than an actual previous career.

Had I had more time I would have done career tables. I think they really add to the game and help to flesh out character concepts.... Sigh, maybe next time.
No question about it: The Gateway to Destiny sourcebook is all that you need.

As far as other supplements go, TA1 is worth the pick up.
Thanks, I'll pick Gateway to Destiny up when I get home.

If you fail university you still have to join the Navy - you just don't make it as an officer, you have to enlist so you start off as a crewman.
Exactly what I needed, thank you. I guess I read it wrong.
 
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