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House Rules to Bring MGT Back Toward CT/MT

I was wondering if anyone had come up with house rules to give Mongoose Traveller more of a CT/MT feel?

For example, I'm not a big fan of negative attribute modifiers, so I'm very partial to the way MT handled attributes. So one of the house rules that I use is this:

The characteristic modifier chart in the Core Rulebook is replaced as follows:

Characteristic Dice Modifier
--- ---
0-4 0
5-9 +1
10-14 +2
15 +3

I'm also considering something to make MGT less equipment and gear dependant/focused. Perhaps limiting players to a single 'tech' modifier (they highest), instead of allowing these to stack. For example, if a player with Medic-2 had TL-12 Skill Augmentation (Medic), and was using a handcomp with Expert/3 (Medic), they total bonus they would receive (using the restriction) would be +1 on an average roll, as opposed to +2. Intelligent (Expert/3: Gun Combat), Laser Sighted Gauss Rifles with Holographic HUDS would be toned down a bit as well. I'd prefer a system where the rifleman makes the rifle, and not the other way around.

Anyway, I was just wondering if other folks using house rules with MGT in order to bring the product back to its roots, so to speak?
 
MGT House Rules

I am generally impressed with MGT, but like all things, there are some omissions, inconsistencies, or downright mistakes. I am still pretty new to MGT, but these are some house rules I've incorporated:

Character Generation
Problem: Army and Marines can’t earn Computer skill, Scouts can’t earn Gunner
FIX: Army and Marine characters may select Computer in place of Advocate or comms, Scouts may select Gunner in place of Gun Combat



Experience
Problems: Learning new skills may be too fast, no way to improve attributes
FIX: Skills can be learned on a weekly basis only if the character is doing absolutely nothing else. Otherwise change the rate of learning from weeks to months. All attributes except INT may be improved in a similar manner. STR, DEX, END, and EDU are learned as skills on a monthly basis only. The number of months required is equal to the desired attribute level. For example, a character wishing to improve END from eight to nine would require nine months to do so. SOC requires the same time as above (to make new contacts and be accepted in the higher level of society), but also requires maintaining a standard of living equal to the desired social level. Raising SOC above A may only be done through adventuring and with the Referee’s permission.



Crew Injuries in Space Combat
Problem: A character may be in a gun turret or engine room that is completely destroyed, yet said character would be in no danger of suffering any harm.
FIX: When a system manned by a character receives a second hit in space combat, that character rolls 1d6 on the crew injury table. Should said system take a third hit, that character rolls 2d6 on the crew injury table. In the case of an all crew result, the result shall only be applied to personnel in the affected space. For example, if a ship takes a third hit to the powerplant and an all crew injury result is obtained, all personnel in that part of engineering would be wounded.



Jamming in Space Combat
Problems: The core rulebook is inconsistent. In the skills section, comms is described as jamming comms and breaking through jamming whereas in the space combat section, comms jamming is defined to use a sensors skill check. Also, jamming rules are weak.
FIXES: Comms skill jams comms, sensors skill jams sensors. Jamming is an opposed skill check between a sensors or comms roll for the jammer and a sensors or comms roll for breaking through the jamming.

For defeating jamming, consult the following table (sensor jamming/comms jamming):
Effect +1 or more = Sensor lock (+1 to hit)/clear comms
Effect 0 = normal tracking data/adequate comms
Effect -1 = poor tracking data (-1 to hit jamming ship)/broken comms (tactics effects to or from other ships -1)
Effect -2 = intermittent tracking(-2 to hit with beams, no missile fire allowed at jamming ship)/garbled comms (no tactics bonuses, leadership bonuses x ½)
Effect -3 or -4 = No fire allowed at jamming ship, jammed ship may still engage other targets normally/comms totally jammed
Effect -5 or less = Sensors totally jammed, jammed ship may not fire or detect new targets/ comms totally jammed



Sensor Suite Table in Ship Design Incomplete
Problem: Ship design doesn’t designate which ships have EO, IR, or EM sensors, nor does ship design differentiate between active and passive RADAR/LIDIR sensor installation.
FIX: RADAR/LIDIR on the table refers to active RADAR/LIDIR only. In addition to the table in the core rulebook, all ships have EO and IR sensors as well. Military and above add EM and passive RADAR/LIDIR sensors.



Sensor Detection Rules Hosed
Problems: Passive RADAR/LIDIR is listed as having shorter range than active RADAR/LIDIR which makes absolutely no sense whatsoever. RADAR/LIDIR convey no bonuses to detecting objects, only a penalty for being detected.
FIXES: Passive RADAR/LIDIR detect two range bands beyond active RADAR/LIDIR but can ONLY detect ships using active RADAR/LIDIR or IFF transponder. Ships using active RADAR/LIDIR gain +2 to all sensor detection rolls (detection only, not counter-jamming) rather than just to being detected.
 
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Why not use CT to get that CT feel?

* Facepalm *

D'Oh!

What the OP is trying to do seems sorta like trying to mod a Kawasaki to ride more like a Harley-Davidson. Why not just buy a Hog and be done with it?

Although the omissions and inconsistencies in MGT have to be filled in somehow ... just like we used to do with CT.
 
* Facepalm *

D'Oh!

What the OP is trying to do seems sorta like trying to mod a Kawasaki to ride more like a Harley-Davidson. Why not just buy a Hog and be done with it?

Although the omissions and inconsistencies in MGT have to be filled in somehow ... just like we used to do with CT.

Because the Kawaaki will require 1/10th the shop time, and cost half as much...

Really, for me, the simple solution is use only Mongoose's CGen & Trade, and revert the rest to my edition of choice (for me, Mega, for others, CT).
 
If I'd spend the effort (not likely):

+ Build a cross-breed between MegaTraveller (Brownies, User-Influence) and MGT "the plastic cubes demand" chargen. The additional carreers are useful. Sadly MGT's "point buy" isn't IMHO nor is the roll and pray basic chargen

+ Use MegaTraveller Starships/Vehicles with some of the add-on stuff from MegaTraveller Digest (that mostly was repeated in MgT HighGuard). The lack of power points/power consumption in MgT is too big a problem for me

+ Space Combat depends on the scenario. Either MT or Brilliant Lances. Mostly because they integrate ground and space combat systems.

+ Either of the two task systems, doesn't matter much they are basically the same with minor switches in the computing

+ IF the vehicle stuff goes in the Central Supply direction weapon ranges/damages from MgT. If it pulls a Mercenary those from MegaTraveller. While MT's data is not perfect at least I get calibers, weights, sensible ranges and damages. CSC did the same (Making parts of Mercenaries obsolete) for MgT.

+ Currently one has to use trade system form another edition for more complex trading since the MgT equivalent to "Merchant Prince" isn't out yet. Same for supplements on nobility etc. Once the books are out one must see
 
The additional carreers are useful. Sadly MGT's "point buy" isn't IMHO

I though the point buy was particularly good, as I explained in a neighbouring thread. What didn't you like about it? (not to generate an argument, I'm just curious to get a different take on it).
 
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