I'm a fan of Full Thrust, and I have used various house rules to adapt it to Traveller (or make it more Travelleresque). The primary reason I like FT is that is has fun tactical aspects and is simple and moves along smoothly (Unlike the stat battle of High Guard, or the complexity of Brilliant Lances).
However, as you know, many gamers (and Traveller players especially!) like to 'add' things to the game, and make it more 'realistic' to the point that they've just 'improved' the game to a slow moving, die rolling, complex nightmare.
I saw a review of PP:F and the author mentioned ships having hundreds (apparently no exaggeration) of beam weapons and a stat table to avoid rolling all those dice. I've been considering buying PP:F so I can convert HG designs to a FT like system (instead of the hand-wave approximations I use with my own converstions) but I don't want to lose the ease, simplicity and fun of FT.
I would like to know more about PP:F, especially how missiles and spinal weapons work. Anyone care to opine?
However, as you know, many gamers (and Traveller players especially!) like to 'add' things to the game, and make it more 'realistic' to the point that they've just 'improved' the game to a slow moving, die rolling, complex nightmare.
I saw a review of PP:F and the author mentioned ships having hundreds (apparently no exaggeration) of beam weapons and a stat table to avoid rolling all those dice. I've been considering buying PP:F so I can convert HG designs to a FT like system (instead of the hand-wave approximations I use with my own converstions) but I don't want to lose the ease, simplicity and fun of FT.
I would like to know more about PP:F, especially how missiles and spinal weapons work. Anyone care to opine?