G
gloriousbattle
Guest
I may get my head bitten off for this, but the one CT product that I use in EVERY game, is the Judge's Guild Traveller Referee screen. I especially love the combat tables, which take the endless searching around in Characters and Combat and simplify all the modifiers into a single table.
One thing I always hated about the GDW design staff was the way they would take a wonderful, simple idea and find a way to have you searching through the rulebooks and doing endless math to make it work. JG, on the other hand, could sometimes be really great about simplifying this sort of thing.
So, ya wanna know the roll for a laser carbine to hit mesh armor at medium range? One simple cross-index yields a 6. Using the Traveller tables on the other hand, you have to start with a base 8+, go to the weapons vs. armor table to yield a +1 for mesh, and to the weapons at range table to yield a +1 at medium. Again, you get the same result, so not too difficult... right up until you've done the same for a dozen different weapons in the same combat.
o: Then, of course, you still have to work in the individual character's skills and stats, and we're talking major headache.
I went so far as to design a character sheet with a combat table built in:
http://www.scribd.com/doc/39961722/Traveller-Character-Sheet
so that, for the players, everything could be calculated before the game begins.
Stuff like that really can go a long way towards making a game playable.
One thing I always hated about the GDW design staff was the way they would take a wonderful, simple idea and find a way to have you searching through the rulebooks and doing endless math to make it work. JG, on the other hand, could sometimes be really great about simplifying this sort of thing.
So, ya wanna know the roll for a laser carbine to hit mesh armor at medium range? One simple cross-index yields a 6. Using the Traveller tables on the other hand, you have to start with a base 8+, go to the weapons vs. armor table to yield a +1 for mesh, and to the weapons at range table to yield a +1 at medium. Again, you get the same result, so not too difficult... right up until you've done the same for a dozen different weapons in the same combat.

I went so far as to design a character sheet with a combat table built in:
http://www.scribd.com/doc/39961722/Traveller-Character-Sheet
so that, for the players, everything could be calculated before the game begins.
Stuff like that really can go a long way towards making a game playable.
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