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FAQ?

here is first draft. Once we beat this to death, I will post the faq in another thread.

Traveller t20 FAQ

If there is name at the end of sentence or paragraph that is the person who posted the answer.

1. What does OTU, MTU, New Era, and Virus, mean?
OTU Official/original Traveller Universe,
MTU My Traveller Universe,

Virus - responsible for bringing to a close the MT Rebellion era and leading to Traveller The New Era; an AI weapon developed to infect any computer system on a ship and cause the ship to be incapacitated or destroy itself; it was released before being fully tested and was able to infect any computer system in known space, it also mutated beyond its original programming so that eventually computers could become sentient though insane; over time sane versions of virus appeared... Sigg Oddra

New Era - Traveller The New Era; GDW's 3rd version of Traveller set seventy years after the events of the MT Rebellion and the Viral plague that devastated the whole of known space; it is an era of exploration, building anew, conflict, heroism and tragedy; it changed the core rules used from a simple d6 based mechanic to GDW's d20 house system, and also made changes to how some of the technology (ship's systems mostly) worked. Sigg Oddra

2. Can I have difference class than what I have in prior history?

Classes are dependent on the GM. Most classes have some restriction on cross classing into them, however most cross class restrictions are not terribly onerous. In some cases you have to be a different class then what you had at prior history. Military classes (Navy, Marines, and Army) can only be taken while actively serving for example. Veltyen

3. Where does the Imperium space/ control begin end?
If you are in Imperium territory, Imperium space starts 100 planetary diameters from the planet. Generally the Starport is considered Imperium space. Other races and pocket empires are not Imperium space.

4. What printing do I have?
Look for 8 dots. In the first edition printing there are a row of dots (grey fading to white in the centre) in the top margin of each page going from the spine to about halfway across the top of the page. In the 2nd edition printing these are not included. Veltyen

5. What is the difference between Ct, T20, New Era, Gurps, and T4 etc? And can I use the deck plans/ships between them?

The difference between the various versions of the game boils down to game mechanics and point in time in the traveller universe. CT, MT, TNE, T4, GT and T20 are all Traveller. Each version has different advantages and disadvantages and each of them have a potential wealth of material that can be used with any of the versions. They each use a different (in some cases only slightly) set of game mechanics.
Using the deck plans. How much of a gearhead or perfectionist are you? Because the ship design and play mechanics vary between the different versions of the game, some ships that are common between them can end up with significantly different mixes of components taking up space within the ship. The deck plans often don't match up very well. If you like the deck plan and aren't concerned with it being an exact match to the ship's stats, use it. Brennan Hawkwood

6. Why is the equipment list so short? And does price change with higher TL?

Regardless of how long any equipment list is it will always be too short. Your GM is the final arbiter of anything that is available (in the book or otherwise), the entries in the book are just meant to give an example base line of what can be available. More "stuff" is available in other supplements, but space is at a premium in any single book. Veltyen

The book could only contain so many items. If the item you want is not listed, feel free to add to your equipment list.
Tech Level changes are up to the individual Game Master. I suggest on equipment you drop the price by 10% for each TL difference between the Minimum and the level you are buying. But not cut the price by more than 50 %.
Also you may want to improve the materials, capabilities; change the weight etc as you think is needed. Ex. Pup tent 20 credits TL 5 Weight 2 kg holds two people. Temperature range 0C to 38 C set up time 5 minutes. Made of canvas, wood, ropes, and steel pegs. Canvas color can be OD green, light green, or black.
Pup tent 20 credits TL 8 Weight .5 kg holds 2 people Temperature range -10 C to 38C. Set up time 1 minute. Made of lightweight plastic, nylon and other materials. Any color with military having various camo colors.

7. What are the abbreviations and what do they mean?
CT = Classic traveller. The original 3 black cover books which used 2d6 as the mechanic. Also includes the all black cover books.
MT- Mega traveller
GDW’s - game design workshop. A company which produce the 3rd version of traveller see New Era
TNE- The new era
T20- traveller d20 the most current version which used the open source d20 mechanic from WOTC

8. X is list on the chart but nowhere else? What happen?
Either it is typo or will be expanded later in Traveller Advisory. Check the errata. Also list what you found.

9. What book other the T20 handbook do I need to play?
A core rulebook from the d20 game system which shows the how to create a character and how to go up a level. 3.0 D&D Players handbook, 3.5 D&D Players Handbook, D20 Modern, the Stars Wars RPG book, all these books are from WOTC.
The core 3.0 D&d Players Handbook, D20 modern, or the Star Wars d20 book. Are need to play. The books show how to handle character creation and general rules not covered in the t20.

10. What happens if my ship misjumps?

Check the chart in the book or on the referee screen. Either some thing minor happens, you don’t arrive exact where you wanted, or you are dead.

11. When can I take 10/ take 20?

You can take tell anytime you are not being rushed or threaten. You are trying to discover all the book titles and actors of series Buck Rogers. You can not take 10 if Captain Kirk is pointing a laser pistol at you and wants the information in 10 seconds.
You can ONLY take 20 if not be rushed/threatened and there no penalty for failure.
You can not take 20 to figure a jump because there is a possibility of misjumps
Check out WOTC, EnWorld message board or the WOTC core rule book.

12. Why don't the cargo/passenger prices change with tech level, distance, etc?

The prices were created for easy of use. You are welcome to change them as you see fit.

13. Why can't I start out at first level?

You can start at 1st level. You are somewhere between 14-18 years old, and have nearly no skills or experience. Veltyen.

14. How do I adjust CR from other monster books?

Due to how deadly combat is in Traveller throw out the CR. Check the T20 handbook on encounters.

15. What are AOO (attacks of opportunity)? And when do I use them? How many do I get per round?
Attacks of Opportunity are free shots when your opponent leaves a square you threaten. You get only one a round unless you have combat reflexes or feats which change the number. They happen just before the action which triggers the AOO. Check out the 3.5 D&D Players Handbook, EnWorld, or WOTC boards for clearer information.

16. Where are the free down loads?
Check the banner at the top of page. The elibrary and flibrary both contain some free downloads. Also you can do a Google search and find fan created downloads. Remember due to all the versions of Traveller, the download may not be consistent with T20.

17. I have an old adventure from an earlier version, how do I convert it?

Wing it. Don't worry too much about any close conversions between versions. Read the adventure several times over and then jot down some notes on how to achieve the same effect for any given encounter using your rule set. Brennan Hawkwood


18. I don't like this rule, can I drop it?

Yes. Traveller has always been open to the game master and players changing the rules. Just remember if do, please state so when you ask questions on the board.

19. What are some of your house rules?

Jasper I generally double the range of rifles if a person asks. My aging rules come from 3.5 D&D srd.
It is best if you list your house rules and start a conversation so others will mention theirs.

20. Why is combat so deadly?

Because traveller has always been basic in hard science and hard science fiction. So combat is deadly because few people live after being shot in the head.

21. I have old character what do I do to convert it to t20?
It is better to use your old character as a template and created a new character.


22. Is there any free character generator or sheets?

The elibrary has free downloads. The character sheet from the back of t20 handbook is there. Also the t20lite has the character sheet.
Check the elibrary at the banner at the top of page.

23. What do I do when my character goes over 20th level?
Check the WOTC core handbook.

24. Why hasn't some one answered the question I asked yesterday?

The site is not as active as other sites and is dedicated toward traveller subjects. Also we may be thinking on how to answer the post. You could do a search using key words to see if the question has been answer before.

25. Where do I post typos, or errors?
In the Errata the travellers Handbook folder. Or the Gateway to destiny folder.


26. Some definitions.
 
Since links can be broken or out dated, I rather not use links in faq. But posting key words to use on goggle will be great.
 
Originally posted by jasper:
here is first draft. Once we beat this to death, I will post the faq in another thread.
Let the senseless beating begin
file_23.gif


Traveller t20 FAQ

1. What does OTU, MTU, New Era, and Virus, mean?


This should probably include more acronym/abbreviations, some of which (briefly):

YTU - Your Traveller Universe, "It's your game folks, play it however YOU want to play it."

CT - Classic Traveller, original rule, first appreared in several small booklets usually called LBBs for Little Black Books

MT - Mega Traveller, an updated CT enhanced rules set published in several large format soft cover books

TNE - The New Era, (Sigg's def. below is fine, or briefly...) the 3rd treatment of the rules redefining much of the game mechanics, published in several large format soft cover books as well as (iirc) some hard cover special editions

T4 - aka Marc Miller's Traveller, the 4th revision/update of the rules, published in several large format soft cover books as well as (iirc) some hard cover special editions

GT - GURPS Traveller, Steve Jackson Games GURPS rules applied to the Traveller universe

T20 - QLI's d20 Traveller rules set, but then you should know that if you found your way here ;)

...more to follow if time permits :(
 
Note Q7 is similiar to q1 so I moving all answers to Q1.
the new q7 is
"7. If 007 married seven of nine what would happened? 789."
 
New number 7
7. What are differences between 3.0 D&D(srd) and 3.5 D&D(srd) PHB which affect Traveller t20?

If anyone wants to reword the question go for it.
 
27 do you have sample of prior history other than what is in the book?
I've worked up this example of Prior History working form the rules as written, I hope it helps:

The Odyssey of Machinegun Frank

STEP 1) Create a first level character.
He is a human, mercenary, from a Hi-tech, Non-industrial planet.
Str 14, Dex 14, Con 14, Int 12, Wis 12, Cha 12, Edu 10, Soc 10
As a first level, human, mercenary with Int 12, he has these skills:
Driving +4, Intimidate +4, Spot +4, T/Mechanical +4
(The homeworld skills and his list of feats aren’t important for Prior history, except that he did NOT take Connections/Underworld)
He is ready to go at age 18.

STEP 2) University
a) Getting in: Frank makes an INT check with a DC of 12 (22 minus his EDU score). He rolls a d20, gets a 12, +1 for his INT bonus so 13, he gets in.
IS THIS 2A Correct????


b) Graduating: He then rolls another DC12 to see if he graduates, this time he rolls 8+1= 9 so he flunks out.
c) Results: he gets 1500 exp. Points and so is now 2nd level, and now is age 20.
d) Choices: since he is second level he must decide which class he leveled up in.
PERMITTED:
Mercenary: already a member of this class
Professional: has multiclass entry requirement Driving +4 or T/Mech +4.
Traveller: there are no requirements to multiclass into Traveller
FORBIDDEN:
Army, Navy, Marines and Scouts are forbidden since he is not in the Service Career.
Merchants: he is not working on a starship so can’t multiclass in
Belters/Barbarians: no one may multiclass into these classes.
Rogue: he does not have Connections/underworld, so can’t multiclass in
Academic: his Edu is too low
Noble: his SOC is too low

Since Frank is a street-fighting man, he decides to level up in Mercenary and leaves the university as Mercenary level 2

STEP 3: First Term
ENLISTMENT: he can enter Army, Navy, Marine, Scout prior history because they are Service classes for which he meets the requirements, or he can enter the Mercenary career because he has 1 level in the Mercenary character class. Frank joins the Army.
CAREER: He undergoes basic training and gets 1000xp. He then gets a garrison assignment, survives, gets 4000xp more, and gets promoted to Corporal for an additional 1000xp. He adds the 1500xp he previously had to the 6000xp he got for this term, giving him a total of 7500xp, making him a 4th level character. He fails his re-enlistment roll and musters out with a low passage.
LEVEL CHOICES: He has gone from 2nd to 4th level. He may rise in either Mercenary, Professional or Traveller (for the same reasons as above) or he may take his levels in Army, since he is now in the Army Prior History Career. Since this is his one chance to do so, Frank chooses Army levels and comes out as a Mercenary-2/ Army-2. He is 24 years old.

STEP 4: Second Term
ENLISTMENT CHOICES: he can enter Navy, Marine, Scout prior history because they are Service classes for which he meets the requirements, or he can enter the Mercenary career because he has 1 level in the Mercenary character class. He just left the Army so can’t go back. He decides to go for the Mercenary career.
CAREER: he gets a Security assignment, a commission, promotion and an ESXP bonus, for a whopping 9000xp this term. He once again fails re-enlistment, but because he is O2 rank, he gets 2 muster out rolls: an SMG and 10,000cr.
LEVEL CHOICES: he will become a 6th level character and has the choice of leveling up in Mercenary, Traveller, or Professional (see step 2 for reasons). He picks 1 level of Mercenary and 1 level of Traveller (looking to the future). He leaves the Mercenary company as an ex-First Lieutenant, Mercenary-3, Army-2, Traveller-1, age 28.

STEP 5: Third Term
ENLISTMENT CHOICES: he may enter Navy, Marine or Scout Services, or the Traveller service, since now he has a level in the class. He might also return to the Army, since a term has passed since he left the service.
CAREER He decides to enter the Traveller service. He gets a job as a corporate troubleshooter (i.e. company goon) and gets bonus xp, for a total of 6000xp this term. This brings his total to 22,500xp. He is age 32 and his player decides to muster him out before he faces the Age Effects at age 35. He gets one muster out roll and gets a “vehicle”, and picks up a jeep.
LEVEL CHOICES: he has made 7th level. He may choose from Mercenary, Traveller or Professional, although he was in the Traveller service, busting heads is his game so he takes his final level in Mercenary.

FINAL RUN RESUME:
“Machinegun” Frank Urlock. Human, Age 35
Mercenary level-4, Army level-2, Traveller level-1
2 years at the university of Saramid (failed course in General Arts and Sciences),
1 term in the Imperial Army, final rank corporal,
1 term in Traytor’s Raiders mercenary company, final rank First Lieutenant
1 term in Ling Standard Products Security Department
Possessions: Submachinegun, Jeep, Low Passage, 10,000 credits. Dave nelson
 
Some comments:

In re Imperium's space extending to 100D: MT COACC defines this clearly.
Planetary armies cover to 10Mm AMS (from mean surface).
COACC covers out to 10 diameters

additionally:
The Imperium asserts limited control down to 10 diameters, but planetary space ENDS at 100 diameters. (several sources)

and none of this matters to an imperial navy ship pursuing you...

In Re GDW: GDW made CT, MT, and TNE, as well as several other RPG's of note. Traveller 2300 is not part of the same setting, and is a related but different set of rules from the contemporary CT and MT rules.

Characters over Level 20:
RETIRE THEM! T20 was not inteded for high level play. We playtesters did discuss the issue at the time, but hunter felt it was not needed; none of us felt strongly enough to berate him about it.

Seriously, use standard d20 approach: use best 20 levels for each save and for BAB, excess are lost, gain skills, att points, and feats as normal, but not Stamina Dice (alternatively, if the character has recorded individual rolls, use best 20 rolls). If you have the Epic Level Handbook, use it.

Also, from standard D20: No class may exceed printed levels. Therefore, if it has 20 levels, at level 21 you must multiclass.

AOO: Attacks of opportunity. Free attacks (limit one per round per opponent triggering one), which occur after the triggering action, but before any others. When someone triggers an AOO, you get a free attack, but if you don't take it, they get their next action, and unless it also generates an AOO, you've lost the AOO. You can use one AOO per opponent per turn, but if 20 opponents trigger AOO's, you could have 21+ attacks that round.

The Free Downloads of the D20 SRD are at www.wizards.com but are buried. http://www.wizards.com/default.asp?x=d20/welcome

CR: Should be roughly correct as is; T20 doesn't use CR-derived XP.
 
aramis How much testing did do with higher level cr monsters vs low to mid level parties. Ex. 7th party vs purple worm.
 
Aramis,

I hate to point this out, but Epic Level stuff doesn't work like you've said. The SRD has the details, but in brief, here goes:

With your 21st level and beyond, you no longer get BAB and Saves by class. Instead, you get epic bonuses every two levels, starting at 21st and 22nd level respectively. You still get "Stamina dice" every level, skill points every level, etc. For 20-level classes, you'd have to come up with a class progression (i.e. when you get your bonus feats), but that should be hard to do, and given every T20 class's basic structure, it should be the same across the board. Only the list of feats should change, to reflect the classes.

Still, I recommend you don't game T20 at those levels, but that's only my suggestion.


Hope this helps clarify,
Flynn
 
I don't think "Epic" really works in Traveller or scifi anyway - it's mostly a fantasy thing. It's one thing to be the Warrior ruler of a huge kingdom fought for with tooth and nail with armies at your beck and call in D&D, and smiting Elder Dragonwyrms for breakfast or whatever, but an "epic Merchant" or "epic IISS Scout" in Traveller is fairly meaningless. Frankly, when you get to the top of your profession, you're likely to be stuck behind a desk for the rest of your life with a fat paycheck anyway
- hardly the epic lifestyle.


Maybe this is where the levels/xp paradigm breaks down with Traveller though. If you can start off at say age 45 and only be a 6th level character, then how do you explain how you suddenly in the space of a few game years go up to 20th level when you haven't got to that stage throughout all those years of your previous life?
 
For some, it's a breakdown. Others like that sense of advancement in their games, even if it doesn't jive with the rest of the world, so to speak.

Different strokes for different folks, or as they say on the TML, YMMV.

I just chalk it up to personal taste and move on. It helps me avoid the appearance of trolling for gaming system arguments and the like.

Enjoy,
Flynn
 
Originally posted by Flynn:
For some, it's a breakdown. Others like that sense of advancement in their games, even if it doesn't jive with the rest of the world, so to speak.
I'm not arguing with that, I just can't grok what an epic level scifi character in a vaguely realistic, gritty setting could actually do to be "epic"...

I mean, if you want to rule a world, you go up in social standing, not level.
 
Originally posted by Malenfant:
Maybe this is where the levels/xp paradigm breaks down with Traveller though. If you can start off at say age 45 and only be a 6th level character, then how do you explain how you suddenly in the space of a few game years go up to 20th level when you haven't got to that stage throughout all those years of your previous life?
Most people with a regular 9-5 job and all don't learn any more than they forget after they finish education. Their skills become more appropriate to their current career, perhaps, so they seem more capable if you don't take them out of their box. [The day I graduated I knew about all sorts of stuff -- semiconductor physics, compiler design, control theory, neural networks, Fourier analysis, OOA/D, you name it. I've forgotten almost all of that, but I'm a hell of a lot better at banking MIS than I was back then. No new graduate could touch me at my job, although they're probably more knowledgable overall.]

People with lifestyles where being able to do stuff keeps you breathing will, OTOH, tend to increase their overall capabilities. Adventurers, for example.

If I wrote an RPG, I'd let people gradually shift starting skill points out of areas they didn't use much in practice and into those they used and/or trained. That's in addition to an overall increase with experience.
 
Problem is, that's not what levels are about, is it. As you adventure, you gain XP - that allows you to increase your level, learn skills and new feats, gain hitpoints/stamina and so on. So that 'rejuggling of skills' that you talk about doesn't happen in T20 - you get more skills etc, so by the end of a few campaigns you may be years older (having already started out quite old and probably retired anyway) - and yet you can do a lot more because of all the new feats you have. That's very unlike real life, I think - even in active professions like the military I doubt that all those 60 year old generals and majors do much frontline combat and so on to increase their combat skills.
 
Some of that about re-juggling skills I've used in the past in MT. When a character reaches the maximum allowable skills then further advancement becomes maintenance and so skills can change, new points gained can only be put to skills once a like number of points were dropped from skills not used much.

I've often thought there should be a maintenance factor for skills as you gain levels in D&D3 and T20. Use it or lose it like. So if you don't put at least one of your gained skill points at each level into your previous skills you lose a point of skill in it. I think it would make things more realistic and interesting, more vital if you will.
 
Originally posted by far-trader:
So if you don't put at least one of your gained skill points at each level into your previous skills you lose a point of skill in it. I think it would make things more realistic and interesting, more vital if you will.
I tend to create dual or triple classes T20 characters with a good range of skills. Under the adove suggestion it looks like it'd be very difficult to even maintain the skillbase. Also classes like the Marines get few enough skill points to start with! ;) (though that stands to reason the baka rockheads
)

Maybe a skill point a level for each class skill?
 
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