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Raise your hand if you are still playing T20!

I like the idea of the condition track, but I would have to be careful about any transferal of ideas between the two systems. For one thing, in SW Saga Ed, clvl or heroic level is a huge determiner of what your various defences are, and defences themselves replace T20's AC and saving throw systems.

Shouldn't be a problem. Just assume the penalty is to attacks rolls, skill checks, AC and saves. It is a little harsher than in SAGA due to the way defences go up by one a level, but there are no T20 powers that add condition damage, so the penalties will be rarer anyway.
 
One way to do it is to keep the stamina/lifeblood system in place, and if you take lifeblood damage during combat, you must make a fort save or go down a step on a condition track.

EDIT: Another idea is to adapt 'Force points' into T20 as 'luck points'. You get a number of them per level, and they're a finite resource. Once spent, they're gone, until you level up (and leveling isn't a major focus in T20 I think, not as much as in other d20 systems) The feat 'Dumb Luck' can also be really useful (er, more useful than it already is I mean) by turning the 1d6 into a 1d8 instead.

Having played Saga Ed for about 8-9 months, Force points are often the difference between hitting someone or failing otherwise. This works in SW, but does it in Traveller? Well, maybe that's a difference in people's views on what should constitute the gameplay, but whatever makes the game fun IMO is my attitude. Incidentally the SW game I play has house ruled Force points to where they're reusable, and I don't think this is the way to go at all - even for SW. But I'm just a player.

Incidentally, Dumb Luck by itself is already a pretty disgustingly great feat to take. Once per week, you can reroll a failed check, save or attack, or turn a successful check, save or attack into a critical success (er, I think that only applies to attacks really? Only attacks have criticals). That's actually more akin to Saga Edition's Destiny point system. The proviso is the next week you can't use Dumb Luck at all, but hey you spend a week in jump space, so that's not a problem either! :)
 
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One way to do it is to keep the stamina/lifeblood system in place, and if you take lifeblood damage during combat, you must make a fort save or go down a step on a condition track.

EDIT: Another idea is to adapt 'Force points' into T20 as 'luck points'. You get a number of them per level, and they're a finite resource. Once spent, they're gone, until you level up (and leveling isn't a major focus in T20 I think, not as much as in other d20 systems) The feat 'Dumb Luck' can also be really useful (er, more useful than it already is I mean) by turning the 1d6 into a 1d8 instead.

Having played Saga Ed for about 8-9 months, Force points are often the difference between hitting someone or failing otherwise. This works in SW, but does it in Traveller? Well, maybe that's a difference in people's views on what should constitute the gameplay, but whatever makes the game fun IMO is my attitude. Incidentally the SW game I play has house ruled Force points to where they're reusable, and I don't think this is the way to go at all - even for SW. But I'm just a player.

Incidentally, Dumb Luck by itself is already a pretty disgustingly great feat to take. Once per week, you can reroll a failed check, save or attack, or turn a successful check, save or attack into a critical success (er, I think that only applies to attacks really? Only attacks have criticals). That's actually more akin to Saga Edition's Destiny point system. The proviso is the next week you can't use Dumb Luck at all, but hey you spend a week in jump space, so that's not a problem either! :)

If you keep lifeblood there is already a rule that punishes you for taking lifeblood damage, in the handbook for players. I don't know if you have that though.
An extra fortitude save after comparing damage 2 different ways to 2 hit point totals would get me lynched I'm afraid. Last game I had 8 players, more than half of whom aren't interested in game mechanics. Stamina/lifeblood was already too fidly to be honest, so I can't really comment on how that would work out.

I did use an action point mechanic in my game, but it granted a re-roll rather than adding a d6. It was popular enough that some players still try to use them like that in 4th ed D&D, only to be told they don't work like that in this game :)
I am fond of mechanics that give players a greater chance to succeed when they really, really want to. Makes things seem less random and arbitrary and gives them a little more control over their fates.
 
If you keep lifeblood there is already a rule that punishes you for taking lifeblood damage, in the handbook for players. I don't know if you have that though.
An extra fortitude save after comparing damage 2 different ways to 2 hit point totals would get me lynched I'm afraid. Last game I had 8 players, more than half of whom aren't interested in game mechanics. Stamina/lifeblood was already too fidly to be honest, so I can't really comment on how that would work out.
Hmm... might be for the best to just leave it then.

I did use an action point mechanic in my game, but it granted a re-roll rather than adding a d6. It was popular enough that some players still try to use them like that in 4th ed D&D, only to be told they don't work like that in this game :)
I am fond of mechanics that give players a greater chance to succeed when they really, really want to. Makes things seem less random and arbitrary and gives them a little more control over their fates.
Agreed, I just think Force Points/Action Points/Luck or whatever you want to call them, should be a finite resource that the player has to decide whether it's worth it or not to use. The problem I have with the SW game I play in is that the Force points replenish at the start of the next session, which I think gives us as players a cavalier attitude. But I'm in the minority there, so...
 
I know about this.

I wrote that book and didn't get paid. So, after all manner of attempts to get QLI to pay me for it, I eventually asked for it to be taken down from sale.*

That link looks live to me, which presumably means that the book can still be bought.

Looks like QLI have continued to illegally sell my work for all this time.


* This is a greatly shortened and generalised version of events which occurred over months and years. Discussion of the details serves no useful purpose.
 
Oh!

Hi Guys.

Funny to see this thread still going.

Since I started it, I have swapped to using MGT as my rules set of choice.

Also, I don't visit here very often any more, but have noticed some changes. I may come back more often.

Play on!
 
you bet this and 3.0/3.5 D&D as well as every edition of D&D except 4th edition and every edition of Traveller including t-4 .
my gaming has given me my best use for my entertainment dollar. :rofl::)
 
I came on here looking for the errata for the T20 book... But I am going to start up a new PBEM game soon using the T20 rules (with some house adjustments)... I have looked at the mongoose rules and they seem okay but I really like the d20 series stuff.
 
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