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T5 Only: Do you like T5?

Do You Like T5?

  • Thumbs Up! I LOVE It!!! GREAT GAME!

    Votes: 31 17.8%
  • It's OK. I have no strong feeling about it.

    Votes: 43 24.7%
  • I'm disappointed in it--It needs a lot of work.

    Votes: 58 33.3%
  • Thumbs Down! I HATE It!!! HORRIBLE GAME!

    Votes: 6 3.4%
  • I have no direct knowledge of it.

    Votes: 36 20.7%

  • Total voters
    174
I have the CD, and the rules seem okay to me, but the CD presentation seems mildly disorganized.

Years back I was the one who made the big push for a "task system", because the only task that could be resolved was using a weapon; i.e. 8+ on 2d6. I understand that this is a source of controversy with the new game.
 
I've vote that it's ok simply because there are large chunks of it I was never going to use.

Character generation, task resolution and combat all have better systems in other Traveller rule sets IMHO.

I really like the makers, system design, the technology chapters, fluff stuff in general.
 
There's an option missing: "All I know is at second hand, so I can't really say for sure."


Hans

FTFY. You can now vote it, Hans.

I didn't put that as an option in the original poll on purpose, as I thought those people would not vote. I was only looking for opinions of those familiar with the game.

I guess it's going to be an option, now.



EDIT: Now that I think about it, the extra line will be useful.
 
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I voted "I have no direct knowledge of it" but it could have been "I saw no purpose of yet another rule set"
 
I saw the beta and was not impressed enough to drop any of the previous four or five versions of the game I have to adopt it.
 
It's not a straight forward question for me, in my mind I seperate out the actual game from its presentation as two different things. My opinion is ...

The presentation needs a lot of work. Much is unclear, ambiguous, or just not explained.

But the game itself, once you understand it, is great. As much as I love Traveller, I've not felt this excited about the game for many years. it's like when I first started to learn CT ... everything is shiny and new. :D
 
I've vote that it's ok simply because there are large chunks of it I was never going to use.

Character generation, task resolution and combat all have better systems in other Traveller rule sets IMHO.

I really like the makers, system design, the technology chapters, fluff stuff in general.

Like you, I myself feel that there are tracts of T5 that are really good and will be used in my games. There are also a great many parts of T5 that will simply be ignored in favor of what came before. Oddly, those things that will be kept/left seem to mirror your list.

A simple, elegant and easy to understand system, for me, is always better than complex, convoluted and difficult to decipher one.

I voted disappointed. T5 was released far to early and has suffered for it. It still needs a lot of work.
 
it's a good step in the right direction. I like the character classes. The game does need to enable "crafting" and T5 goes there big time.

I admit the dice-roll probability tables clobbered the heck out of me on day one, but I see their use now. It's otherwise tricky to get a sense of what additional dice do to the probabilities.

I've still not got a sense of what skill levels will look like for freshly generated characters. It seems characters will tend to need higher skill levels.

in MgT Skill-1 gives a +1 to get 8+ on two dice. that +1 is a big deal probability-wise, but if you're rolling four dice, it means much less.

Really want a Setting book for T5.

The organization of things, well, a lot of thought clearly went into it and I think for the most part it's good. Surely a LOT better than FF&S2 (where I find myself needing four bookmarks to design a hull).
 
T5

I see nice potential. In some ways like the first Star Trek movie it's plan did not fulfill the opportunities we later see from Wrath of Khan.

T5 might need a more detailed re-release in pdf form. At the very, least a very open errata version of the present release. This is all covered in T5 threads. Not sure i see the value of this poll.
 
I not only have decided to wait for mass feedback before spending a single dime (I learned my lesson giving Marc money for some T4 less than Beta trash)...I also put it so far out of my mind I read the thread as "TS", the Top Secret game from the 80s that was great.

I am reading feedback again, so hopefully you guys tell me if it is okayish.
 
I shall gut it and cannibalize what I need for my gamers...Sorry True Believers...its just too complicated for casual pick up games [what I run now for my gamers].

Plus the book is by far...too...BIG!!! for me to carry to my gamers houses.
 
I am reading feedback again, so hopefully you guys tell me if it is okayish.

My two credits: It's got some fantastic ideas and a lot of Traveller hopes and dreams, combined with non-reader friendly text, horrible layout (stuff all over the place--and it's a HUGE book), some downright broken and ugly rules (personal combat is not playable without house ruling it), and a fussy task system that infects almost every topic.

Still, the book calls to me. It's got so much to offer--it tries so hard to do so many types of things--that it's hard to put it on the shelf. It makes me want to tinker with it.

I am very disappointed in it because I had many hopes that it would be THE Traveller. But, really, it's akin to reading a Ref's notebook of house rules after that Ref has run his personal game for a decade plus.

A well designed, proofed, and obviously playtested roleplaying game it is not. The T5 Ref, at this point, is one who will have to continually tinker with the rules and invent house rulings in order to get every thing to work.

But, T5 does have a lot to offer the Traveller Ref who likes looking at new ideas and adapting them to his game.





EDIT: Now that I've figured a way to roll high using T5, I'm liking the game a little better. :)
 
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I voted "I have no direct knowledge of it", and given the price tag, that will probably hold true for quite a while.
 
Can someone tell me what the issues are with the Task system? I don't get what the big deal is about it.

Note, I've not played T5, I'm just one of the guys who lobbied for a task system because of the lack of one in CT days.
 
Can someone tell me what the issues are with the Task system? I don't get what the big deal is about it.

Note, I've not played T5, I'm just one of the guys who lobbied for a task system because of the lack of one in CT days.

Math problems:
  • Spectacular success chance
  • Spectacular failure chance

Mode of use problems (all of which apply to T4 as well):
  • undefined difficulty ("Roll and tell me what level you made") impossible as written and cumbersome to add
  • unannounced difficulty and uncertain tasks require part of the player's roll be made by the GM.
  • large numbers of dice are cumbersome to work with. ‡
  • attribute centric system limits desire for skill levels
  • uncertain tasks cumbersome (but they were so under the UTP as well, in a different manner)
  • dice pool dependent upon difficulty is slowest mode†
  • task chances become unfamiliar past about 4D6

‡As a generality, using 10mm or 12mm d6's, 5d6 is the limit of one-handed shaking, 15d6 the limit of 2 hand, and 30d6 the limit for a dice cup.
Typical monopoly/risk/walmart dice are 18mm (0.75"), which are two hands past 3d for good randomization, and really need a cup or tower past that. Typical casino dice are 25mm; those need a felted table and two hands to randomize well past two dice, and are cumbersome past 5d even with a dice cup.

†The other basic modes are: dice dependent upon abilities, dice based upon choices by player (Usually involving some expendable), and dice fixed by system.
 
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