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CTI - Classic Traveller Improved

Originally posted by Sigg Oddra:
I like to use an armour as damage reduction system too. AHL and Striker both being heavy influences, but these days I use a version adapted from T4 and T20.
I like all four of those systems. T4 was a bit broken, but I did like it (much more than something, say, like TNE).


There was a JTAS article that helped a lot with integrating Striker with CT, I've still got all the index cards with all the weapons rated this way.[/QB]
I've got that JTAS, and I remember that article (although I haven't read it in years).

I'm going to have to dig it out and give it a look-see.
 
Originally posted by Sigg Oddra:
I like to use an armour as damage reduction system too. AHL and Striker both being heavy influences, but these days I use a version adapted from T4 and T20.
I like all four of those systems. T4 was a bit broken, but I did like it (much more than something, say, like TNE).


There was a JTAS article that helped a lot with integrating Striker with CT, I've still got all the index cards with all the weapons rated this way.[/QB]
I've got that JTAS, and I remember that article (although I haven't read it in years).

I'm going to have to dig it out and give it a look-see.
 
Well, WJP, attributes DO make a difference in combat in CT. That Dext-5 guy is going to have a penalty with certain weapons. And, the Dext-9 guy may get a bonus with some of the weapons.

But, my biggest problem is still the roll low/high thing. A very interesting system, though. And, it works for all these progressive types that don't mind newfangled things.... ;)
 
Well, WJP, attributes DO make a difference in combat in CT. That Dext-5 guy is going to have a penalty with certain weapons. And, the Dext-9 guy may get a bonus with some of the weapons.

But, my biggest problem is still the roll low/high thing. A very interesting system, though. And, it works for all these progressive types that don't mind newfangled things.... ;)
 
Originally posted by Fritz88:
Well, WJP, attributes DO make a difference in combat in CT. That Dext-5 guy is going to have a penalty with certain weapons. And, the Dext-9 guy may get a bonus with some of the weapons.]
Yes, true. I could have picked another example, I guess--a non-combat example and still made the same point.

One of the things I like about CT, though, that was watered-down in MT, is the way different weapons are appropriate for different characters in CT. Your DEX score in fire combat in CT can make all the difference--where as in MT, the character will probably have the same chance to hit (because the Adv/Req DEX mods have been taken out in MT).

I sure as heck didn't want to mess with that with CTI.

But, my biggest problem is still the roll low/high thing. A very interesting system, though. And, it works for all these progressive types that don't mind newfangled things.... ;)
Let me help with you a bit. You always want to roll high with CTI.

Let's do this. Give me an example of what you think the roll low/high thing is, and I'll either understand better where you are coming from--or, I'll be able to show you how CTI is a simple "high-is-better-always" system.

Work up an example to explain your point, and let's discuss it.
 
Originally posted by Fritz88:
Well, WJP, attributes DO make a difference in combat in CT. That Dext-5 guy is going to have a penalty with certain weapons. And, the Dext-9 guy may get a bonus with some of the weapons.]
Yes, true. I could have picked another example, I guess--a non-combat example and still made the same point.

One of the things I like about CT, though, that was watered-down in MT, is the way different weapons are appropriate for different characters in CT. Your DEX score in fire combat in CT can make all the difference--where as in MT, the character will probably have the same chance to hit (because the Adv/Req DEX mods have been taken out in MT).

I sure as heck didn't want to mess with that with CTI.

But, my biggest problem is still the roll low/high thing. A very interesting system, though. And, it works for all these progressive types that don't mind newfangled things.... ;)
Let me help with you a bit. You always want to roll high with CTI.

Let's do this. Give me an example of what you think the roll low/high thing is, and I'll either understand better where you are coming from--or, I'll be able to show you how CTI is a simple "high-is-better-always" system.

Work up an example to explain your point, and let's discuss it.
 
WJP/Comminque,

When CTI gets posted to Freelance Traveller as a single document, it will be an instant classic.

I hope Jeff Zeitlin's bandwidth doesn't get hammered too badly!


Have fun,
Bill
 
WJP/Comminque,

When CTI gets posted to Freelance Traveller as a single document, it will be an instant classic.

I hope Jeff Zeitlin's bandwidth doesn't get hammered too badly!


Have fun,
Bill
 
When CTI gets posted to Freelance Traveller as a single document, it will be an instant classic
I'm lining up for the pdf...
 
The first time I read this I thought - too complicated.

The second time I thought - it usually defaults to a 3D roll higher than difficulty number.

On a third reading I now understand it, and I think it's an inspired idea


Time to playtest....
 
The first time I read this I thought - too complicated.

The second time I thought - it usually defaults to a 3D roll higher than difficulty number.

On a third reading I now understand it, and I think it's an inspired idea


Time to playtest....
 
Originally posted by Sigg Oddra:
The first time I read this I thought - too complicated.
Yeah, for some reason, it gives that impression.

I think it's a type of thinking that is a little "out of the box" for some people, taking them away from what they're used to (roll 2D, add mods).

It's really simple, though. Roll 2D. Check to see if you're skill is going to help you. Re-roll once if your total is lower than your stat. And always re-roll 6's on the Task die.

Even writing it out like that makes it seem more complicated than it is. It actually takes about the same amount of time to roll 2D and add mods--takes me about a second to go through those steps.

It's quick. When you try it, and get used to it, you'll see.

The second time I thought - it usually defaults to a 3D roll higher than difficulty number.
Actually, it typically defaults to a 2D roll higher than difficulty.

Because, typically, you're ignoring the Skill die. And, if you're not ignoring the Skill die, you typically won't roll a third die.

On a third reading I now understand it, and I think it's an inspired idea
Thanks, man. I appreciate that.

Time to playtest....
Please....let me know how it turns out.

Best,

W.
 
Originally posted by Sigg Oddra:
The first time I read this I thought - too complicated.
Yeah, for some reason, it gives that impression.

I think it's a type of thinking that is a little "out of the box" for some people, taking them away from what they're used to (roll 2D, add mods).

It's really simple, though. Roll 2D. Check to see if you're skill is going to help you. Re-roll once if your total is lower than your stat. And always re-roll 6's on the Task die.

Even writing it out like that makes it seem more complicated than it is. It actually takes about the same amount of time to roll 2D and add mods--takes me about a second to go through those steps.

It's quick. When you try it, and get used to it, you'll see.

The second time I thought - it usually defaults to a 3D roll higher than difficulty number.
Actually, it typically defaults to a 2D roll higher than difficulty.

Because, typically, you're ignoring the Skill die. And, if you're not ignoring the Skill die, you typically won't roll a third die.

On a third reading I now understand it, and I think it's an inspired idea
Thanks, man. I appreciate that.

Time to playtest....
Please....let me know how it turns out.

Best,

W.
 
So, WJP, Bilem Mesmer has Medical-2, Educ-F (he got booted from Med school...). He needs to patch up another character, and its a Difficult (10+) task.

He rolls 6 2. That would mean he keeps the 6, but doesn't get any additional rolls, there. The total is (well) under his stat (8 v 15), so I get to roll an additional die: 3. This gives an 11 - success! Right?
 
So, WJP, Bilem Mesmer has Medical-2, Educ-F (he got booted from Med school...). He needs to patch up another character, and its a Difficult (10+) task.

He rolls 6 2. That would mean he keeps the 6, but doesn't get any additional rolls, there. The total is (well) under his stat (8 v 15), so I get to roll an additional die: 3. This gives an 11 - success! Right?
 
Under the regular rules, you would get the 6 + 2 + Med(2) = 10, barely enough, but success. (Right?)

Under my stat bonus rules, you get 6 + 2 + Med(2) + 4 (Educ=15!) = 14, a smashing success.
 
Under the regular rules, you would get the 6 + 2 + Med(2) = 10, barely enough, but success. (Right?)

Under my stat bonus rules, you get 6 + 2 + Med(2) + 4 (Educ=15!) = 14, a smashing success.
 
Originally posted by Fritz88:
So, WJP, Bilem Mesmer has Medical-2, Educ-F (he got booted from Med school...). He needs to patch up another character, and its a Difficult (10+) task.

He rolls 6 2. That would mean he keeps the 6, but doesn't get any additional rolls, there. The total is (well) under his stat (8 v 15), so I get to roll an additional die: 3. This gives an 11 - success! Right?
That's correct. He'd keep the 6 on the Skill Die. The total of 8 for the task would allow one re-roll of the Task Die, and if that extra re-roll was a 3, his total is 11.

The 11 would be a success on a Difficult roll (10+).

You've got it all correct.
 
Originally posted by Fritz88:
So, WJP, Bilem Mesmer has Medical-2, Educ-F (he got booted from Med school...). He needs to patch up another character, and its a Difficult (10+) task.

He rolls 6 2. That would mean he keeps the 6, but doesn't get any additional rolls, there. The total is (well) under his stat (8 v 15), so I get to roll an additional die: 3. This gives an 11 - success! Right?
That's correct. He'd keep the 6 on the Skill Die. The total of 8 for the task would allow one re-roll of the Task Die, and if that extra re-roll was a 3, his total is 11.

The 11 would be a success on a Difficult roll (10+).

You've got it all correct.
 
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