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Sell me on TNE

A workable (but math intensive) solution was to apply the mod only to attributes... several friends have done this, and it worked well for the more difficult tasks. Not so well for the easier ones.

An idea:

For easier tasks, multiply the skill. For harder tasks, divide the attribute....
Example: Joe Nermal (666666-6, Pilot 2)
Easy Pilot (6+(2x4))=14-
Average Pilot: (6+(2x2))=10-
Difficult Pilot: 6+2=8-
Formidable Pilot: ((6/2)+2)=5-
Improbable Pilot: ((6/4)+2)=3-

BTW, the Vilani Marine had 20 levels of skill and a 15 Str. 30 points good enough for you? Good enough to kill anybody he hit in the head.
 
Originally posted by Employee 2-4601:
The main issue is IMHO with Attributes and Skills being added togather to create an "Asset", when the avarage Attribute is far higher than the avarage Skill, which results in Attributes being far more important that skills under most circumstances, which is quite contrary to the Traveller spirit of "your training is your most important asset".
I agree to a point. You know a system has flaws when you have to page through the rules to find a formula spelling out a rules implementation.

However, with this I did not have much of a problem. The reason? I felt like it reflected a bit of reality for many skills. For example, in reality, a person (let's say an actor) gets by (or doesn't) based on a combination of natural talent and learned skill. In the case of an actor, someone with low charisma could conceivably become a great actor with a good deal of training, but that is much easier for someone with a higher charisma to do the same task. Persuasion is another good example of this.

Now the analogy is definitely not perfect, especially when it comes to the EDU-based skills, but it reflects enough of a reality for me to not have a problem with it.
 
I don't see the major difference between adding skills levels to attributes when using a D20 and any other task system using 2D6 with a lot of mods to the roll. I find it pretty easy, as only the average and above difficulties need be rolled in my campaigns, and unskilled tasks, so I don't have a lot of problems there. Skills aren't considered 'professional level' until level 4+ in TNE, anyway, and I don't allow new players to fudge atts to max levels of F. I also don't run personal-combat-heavy games, so your results will most likely vary. I use middle and large unit combats far more often.

Anyway, the PoT rules allow for a strategic level of play, and combined with WTH allow some high level play where personal actions of players matter, as somebody already said. The Charisma stat was long needed in the game, and the rules mechanics make use of this in the WTH political game, too.

The TNE changes also allow me to still use all my 'old' Imp maps, equipment lists, and stuff, while at the same time making the 3rd Imp. a whole new unexplored 'wilderness', so it's an okay environment for me, especially for a grand economic/strategy game aspect. And FF&S is a great little thing, too. With TNE, WTH, and PoT, you've got a lot to do, and I like products like these.
 
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