I may have already said it, but Traveller5 has data and TL setpoints for Jumps 7-8-9, as well as higher quanta jump.
From what I've heard, Traveller5 is a big list of rules and tables, with no information or advice about how any of that affects the setting.
Another problem with jump-7+ is that once drives this powerful start coming into effect, more planets that can be reached by jump-1 and 2 will be bypassed more often, becoming like those ghost towns you see along Route 66 that died after the interstates.
What's your source, and which other Traveller rulesets is that comparison being drawn against?
Just what I've heard generally here and elsewhere, that it's nothing but hundreds of pages of rules, with little setting-specific material. Is that correct?
As to hundreds of pages ? See, its an RPG, and these days quite a few new ones can double as a doorstop; it seems to be the evolution of the market, and since all evolution and pacekeeping with current RPG design fads is good, well, that's got to be a plus, right ?
fair enough. Perhaps I mistook you for someone else. Its not a point I agree with, but it is one which is important to many; so I thought I'd address it.Do you really think that? I certainly didn't say or suggest that.
Well....D&D 3.5, 4.0, Pathfinder, WOD, any fantasy rpg setting it seems; Rogue trader, any of the space marine set of RPGs, Dr Who, Starblazers, FATE, etc etc. And those are the comon ones. Honestly it seems that the average is around 3-500 pages. Given your preferences, count your self lucky if you don't know. Its baaaaad.In my opinion, rules should be concise, and reduced to the minimum necessary to play the game. Also, the only "doorstop" game I can think of is the Hero RPG, and I don't like that much either and I haven't seen such a trend for "doorstop games" recently.
Again, if you want to find out what t5 is about, rather than just posting "I heard posts", you could ask in one of the t5 sectionsAnyway, I'm sure that robject can answer my question, and probably in a less patronizing manner. But as you said, this is a sidetrack.
Do you really think that? I certainly didn't say or suggest that.
In my opinion, rules should be concise, and reduced to the minimum necessary to play the game. Also, the only "doorstop" game I can think of is the Hero RPG, and I don't like that much either and I haven't seen such a trend for "doorstop games" recently. I also don't think that "following current RPG design fads" is necessarily a good thing either (it can be sometimes, but not every time). So I guess we'll have to agree to disagree if that is what you believe.
Anyway, I'm sure that robject can answer my question, and probably in a less patronizing manner. But as you said, this is a sidetrack.
At present, the T5 rules ARE concise. Too concise in many cases. There just happen to be LOTS of them. More than half of it is tables. Well though out, usually, but not explained well enough.
(But note: JDrives don't change their volume any downward in T5 over J6... well, if you use AM Slugs instead of H2, sure... And, since the AM can be used in place of H2, it's clear that it's NOT a hydrogen bubble holding open the jump bubble.)
Oh, and you CAN build the Annic Nova with it.
Hmm, half tables? that doesn't sell it to me.
Gimme formulae any day - you kill half the number of trees and it's easier to interpolate/extrapolate results.
You could use some of the saved paper giving decent explanations. And as for the time and trouble setting out... :nonono:
So I guess the logic now (insofar as there is any) is that the 'bubble' is just 'stuff' rather than hydrogen?
How many of those tables are actually vital for playing the game? If most are not, then those shouldn't be in the core rules. If all those (hundreds of?) pages of tables really are all vital for playing the game... then it sounds like something is very wrong with the system!