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Mongoose - traveller returns

It's much too early to talk specifics (Mongoose's turnaround time on games is... pretty rapid, to put it mildly.)

And this is what scares me. I would prefer Mongoose add an extra month in development time and put out a great first product, than have to buy everything over again after consumers have done Mongoose's playtesting for them (a la Runequest).
 
Apparently, there will be no hexadecimal UPPs and Skills will range from 1-15, equal to Stat ranges.
It's not for me, on that basis, but I'll leave the information for y'all to consider.

Here was my response:
As long as skills are more valuable than raw stats, as that's more Traveller to me...
Maybe even though stats are 1-15, make the bonus only 1-5.
CT skills would usually be 1-5 and stat bonus would be usually 1-3, so stats being approx. 1/3 value...

They might do it where the stat creates a "mod"... like D&D...

*We must pry for more info...:devil:
 
If they are using the 1-15 range for expected skill levels, then they are not following their own propaganda. That's not CT based, that's T4...
 
And this is what scares me. I would prefer Mongoose add an extra month in development time and put out a great first product, than have to buy everything over again after consumers have done Mongoose's playtesting for them (a la Runequest).

Me too - the release date of Feb 2008 means approx 6 months for development, playtesting (will there be any?), writing, proof-reading and printing. Sounds like a tall order to me. Having bought the 1st ed d20 Conan, been in the RQ playtest (don't ask!), and bought the 1st 2 RQ books (but no more), I think I might wait and see. I'd like to be proven wrong though...

Mark
 
Given that RTT appears as if it will be following the "One Level Equals One Year" convention of T4, I proposed a 3D6 variant of the standard 2D6 Roll High at this post:
http://forum.rpg.net/showpost.php?p=7660480&postcount=162

I did so in order to keep some similarities with what we know and love from CT, and provide something that still works well with the numbers that are being discussed.

I hope this helps,
Flynn
 
Approximately one to two levels per term, such that I typically called a skill level roughly equal to two years of quality experience on the job. That equates to a range of one to six levels or thereabouts, with the average competent character having two to three levels in a particular skill. (Medical-3 meant you were a doctor or surgeon, after all.)

T4 broke with the CT/MT paradigm in terms of skill levels, and went with a model that called for a skill level to roughly equal one year of quality experience on the job. The ranges are as above (1-15), with the average competent character having about five or six levels in a particular skill.

With that in mind, I proposed the 3D6 Roll High method, where you roll 3D6, add your skill levels, and add your stat mod (which is your stat divided by three, rounded down, minus 2 to baseline the curve around the average of 7), against a target number. It works for a bell curve version of D20, so it should work for the skill ranges and stat mods we're currently talking about.

With Regards,
Flynn
 
Approximately one to two levels per term, such that I typically called a skill level roughly equal to two years of quality experience on the job. That equates to a range of one to six levels or thereabouts, with the average competent character having two to three levels in a particular skill. (Medical-3 meant you were a doctor or surgeon, after all.)

T4 broke with the CT/MT paradigm in terms of skill levels, and went with a model that called for a skill level to roughly equal one year of quality experience on the job. The ranges are as above (1-15), with the average competent character having about five or six levels in a particular skill.
[Copy&pasting...]
Say again? A range of 1-15, same as the stats, presumably means that 7 (again as with the stats) is about average. So a character with 28 years of experience, ergo 46 years old, would have a mere 4 skills at barely average level (and that with no other skills.)
 
Skills have always been in the 0-15 range, although in practice they rarely got above 4.

From LBB4 onwards skills averaged about 1/year, although they could vary wildly.
 
With that in mind, I proposed the 3D6 Roll High method, where you roll 3D6, add your skill levels, and add your stat mod (which is your stat divided by three, rounded down, minus 2 to baseline the curve around the average of 7), against a target number. It works for a bell curve version of D20, so it should work for the skill ranges and stat mods we're currently talking about.

With Regards,
Flynn

I'm curious as to why you suggested 3d6? I think that would result in too much being left to chance when you used a skill as the random roll has a much greater range than character skill or attribute modifier.
 
Really?

Do you think, therefore, that the skill values are going to be unchanged from previous editions? If that is the case, then I'm still interested.

If, however, it is the case that skills and 'stats' are going to be recorded on the same scale - with equal effect on the Task system - them I'm not really interested. It'll just be the same as every other stat + skill system then. I want something that is primarily driven by skills, with characteristics having a secondary influence.

I don't like the idea of recording an increasingly abstract range of skill 'ranks', or the idea that an untrained person (with a high characteristic) can possibly have a better chance of success than a trained one.
 
Skills have always been in the 0-15 range, although in practice they rarely got above 4.
Technically, they have been in the 0-infinity range. But in practice, I have only once seen a skill level exceed 5. Hence the idea to confine both characteristics and skills to 1-5 (or maybe 0-5 for skills.)
 
For backwards-compatibility, I'd prefer stats remained 1-15. I could live with more skill points, but I'd prefer they stayed roughly the same.
 
I dunno, but I think the implications in what have been said are pretty clear, really. If both 'stats' and skills are to be on an equal scale, then we are looking at a roll-under stat+skill system. I mean somebody mentioned that they could do a Feng Shui style system for it, which is something they tried to use with the original Babylon 5 rpg (pre-D20), but that would be an even bigger departure from the Classic ruleset.

On top of this, there also seems to be a mind towards moving away from the minimalistic notations used in profiles from Classic too.

Rather than:

Merchant Captain Alexander Jamison 779C99, Age 38, 5 Terms, Cr 33,200
Dagger-1, Cutlass-1, Vacc Suit-1, Pilot-2, Body Pistol-1, SMG-1, Electronics-3

We may end up with:

Merchant Captain Alexander Jamison, age 38, 5 Terms, Cr 33,200
Stats: 7-7-9-12-9-9
Skills: Dagger+3(10), Cutlass+3(10), Vacc suit+3(10), Pilot+6(13), Body pistol+3(10), SMG+3(10), Electronics+9(21)

The number in the brackets would indicate "action values" that you roll under, and I'd expect there to be more skills than that on a typical character profile too. Heck, they may even choose to ditch the entire concept of UPP's, and simply present the 'stats' in standard rpg TLA talk. Like so:

STR: 7 DEX: 7 END: 9 INT: 12 EDU: 9 SOC: 9

(In fact, I'm not sure we really need the last two....and maybe we should add some lists of advantages/disadvantages traits to provide 'more options'.....etc.....I think you can guess what I'm getting at here!)
 
Gentlemen, lets throttle back a bit here. From reading the RPGnet entry (of only two sentence length), it just says that Mongoose's staff is leaning towards using standard numbers instead of hexidecimal. That's all.
 
No, it's also saying that stats and skills would both be rated on the same 1-15 scale.

I know, as I was the person involved in the discussion.
 
CT, MT and T4 didn't use skill scales from 1-15. As pointed out before, they technically used a scale of 0-infinity, but rarely going 4 or more.

The implication in what was said, and in responses made thereafter to my criticisms, was that the scores would be on the same scale to allow both skill and stat to have an influence on task rolls.

If you are going to have a stat range of 1-15, and then skills ranging from 1-15, what you are not likely to see is a roll-over system on 2D6 as it's statistically hard to make it work. That much, was basically confirmed.
 
The implication in what was said, and in responses made thereafter to my criticisms, was that the scores would be on the same scale to allow both skill and stat to have an influence on task rolls.

If you are going to have a stat range of 1-15, and then skills ranging from 1-15, what you are not likely to see is a roll-over system on 2D6 as it's statistically hard to make it work. That much, was basically confirmed.

Don't you think that is a lot of assumptions and theorizing from just two sentences on a forum board?
 
It wasn't just two sentences on the forum. It was a series of exchanges. What I just said in my last post was confirmed in Mythholder's last post "Quoted...for Truth".
 
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