'77 or '81
And I still think a simple task system adds a lot of playability to CT rather than having to remember every single skill.
On that we agree. Just not on what that entails.
'77 or '81
And I still think a simple task system adds a lot of playability to CT rather than having to remember every single skill.
'77 or '81
And I still think a simple task system adds a lot of playability to CT rather than having to remember every single skill.
The problem is "Which rules take precedence?"
The clearest issue point is Bk2 vs Bk5 and bk7. Later editions all wenth Bk5 and Bk7...
... but many of the newer CT fans are strict book 2 fans.
Agreed. It requires wading through the CT skills descriptions and essentially changing most of them. Skill awards during chargen may be dragged into that as well.
One of the NICE things about Bk2 is the damage steps are the drive letters...
Edit to add: One of the early drafts of T20 used "tons of damage" - each hit did so many tons of damage to the hit system, number by type of system being hit. PP was 1 per 3 tons, MD 1 per 2 tons, JD 1 per 5 tons, Fuel was (IIRC) 20 tons. The drive I have T20 draft 4 on is in the dead computer in the other room.
I like it too, but it is not without its own problems.One of the NICE things about Bk2 is the damage steps are the drive letters...
I like it too, but it is not without its own problems.
You either have to have the drive table memorised, have the drive table to hand (either the book or on a screen), or write the drive letter vs performance track on your ship card in order to know when the drive degrades in performance.
I mostly went with the latter system, although the drive table was always just a page flick away - the charts and tables book from Starter Traveller is probably my most used CT item.
Hull | (P)(_)(_)(_) |
Computer | (A)(A)(3)(4)(5)(6)(7)(8)(9)(10)(11)(12) |
MD | (1)(1)(0) |
JD | (1)(1)(0) |
PP | (1)(1)(0) |
Fuel | (50)(40)(30)(20)(10) |
Cargo | (200)(190)(180)(170)(160) (150)(130)(120)(110) (100)(90)(80)(70)(60)(50)(40)(30)(20)(10) (Launch) |
Turrets | (P)(S) |
By the way, I'm very interested in you sharing how you "felt" as a DM. Did OD&D help you to run a good session? Did you felt comfortable, satisfied with the system? Did you feel the game system was good to run, and enhanced your DMing skills? What did you liked as a DM? Having been the prime designer of the 4E monster manual, did you liked the way OD&D handles monsters? (this may be what I find best in OD&D, it's the best take on monsters ever. I really love the way they were designed)
I've thought about this question quite a bit, and here's my first thoughts on it.
A lot of the fun parts of the session (the talking skull; the undead and their bargain) were possible under any edition of D&D. However, I think that OD&D's open nature makes the players more likely to accept things in the game as elements of fiction, rather than as game elements. The players reacted more by thinking "What's the logical thing for an adventurer to do?" rather than "What's the logical thing to do according to the rules?"
The thing I like best about OD&D monsters is that they are simple to run and easy to improvise. It was nice to simply write down AC, damage, and hit dice. On the other hand, I missed the variety of weird effects and tactics that 4e monsters can use independent of any work I put into them as a DM. The two approaches are very different.
OD&D and D&D 4 are such different games that they cater to very different needs. For me, in OD&D things are fast, loose, and improvised. I can write rules without worrying about strict interpretations or covering every possible case. The players, since they've agreed to sit down at an OD&D table, are probably more likely to accept random craziness and a game that requires a bit more deductive reasoning (I disable a trap by wedging an iron spike into the lever that activates it) as opposed to D&D 4 (I disable a trap by finding the lever then making a skill check).
To be honest, I think the games are different enough that I easily have space for both of them in my library. For me, they fill very different needs. OD&D is like jamming with a band. A lot of stuff gets made up on the fly, and when we find something interesting everyone just rides with it. D&D 4 is like playing a symphony. There's more structure and more pieces to work with, but everything comes together in this grand ensemble.
Does Classic Traveller need an update?
CT is your first love.
It would be just perfect, if only a few changes were made.....
There have been so many attempts at "updating" Classic Traveller. So many versions of Traveller claim to harken back to the original game.
MegaTraveller was a Classic Traveller update. Marc Miller's Traveller claimed to build upon Classic Traveller roots. The same is said for Mongoose Traveller. I believe Traveller 5th edition is making the same claim. d20 Traveller strives to be consistent with Classic Traveller.
So many attempts to "update" the original game?
I wonder...
Do you think Classic Traveller needs an update?
Or, is it great the way it is?
Just curious.
Like Rule 68A?
Check my sig. Simple enough for ya?