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Traveller Fantasy RPG

Austinites unite!

hdan, if you live in Austin, send me an email! Let's get together and talk D&D, CT, Adventurer/Wanderer, and try to play some! My email is compuwiz at that big googlish mail place, if you can guess what I mean.
 
Adventurer

captainjack, any chance of you combining all those threads and .doc files into a single place one could read without having to hunt down bits and pieces? Tracking your work is...work! But good work (to you) for keeping on this.
 
More on adventurer

Yes, Adventurer, the traveller pastiche of D&D is still progressing. Its been undergoing playtesting and a serious reedit and reorganization which I'm now adding to the main ms -which will eventually be available for download.


For now,I'd appreciate comments on once particular change I've decided on: modifiers for characteristics. They are very genre appropriate, but often come to dominate chargen and task resolution. Specifically, Traveller, (and I) seem to be predicated on the concept that while your basic makeup is important, what one learns is more important. The classic example is this: would you rather have heart surgery by another character with average stats and Medical -1, or an unskilled character with a +4 dex modifier (assuming Dex is what should be used, substitute whatever works for you) ? How about an average character with Medic 4 vs the high dexterity medic 0 ? Both have the exact same chance of success, but should they ? In other words, a high Stat modifier allows a character access to lots more skills by balancing out the unskilled penalty.


Yet, genre conventions of Swords and Sorcery are full of the characters superior makeup (mighty thews, catlike grace, pantherish speed and all that ) being of notable importance. So, here's how I'm hoping to address it in adventurer.


[FONT=&quot]Traveller (and by extension Adventurer) is based on the premise that what a character knows and learns is more important than what abilities they were born with. While it is important not to let the characteristics become more important than the skills, the genre is full of examples where a protagonists raw makeup, be it strength, endurance or intelligence, makes the difference, particularly in a contest of equals. Accordingly, extreme scores provide a modifier to unskilled task attempt (discussed in the section on skills).[/FONT]
[FONT=&quot]Stat Mod[/FONT]
[FONT=&quot]0-2 -2[/FONT]
[FONT=&quot]3-4 -1[/FONT]
[FONT=&quot]5-9 0[/FONT]
[FONT=&quot]10-11 +1[/FONT]
[FONT=&quot]12+ +2[/FONT]

[FONT=&quot]For opposed skilled task rolls, the characteristic effects the contest by providing a +1 to the character with the highest relevant characteristic. [/FONT]

[FONT=&quot]For simple unopposed tasks rolls, no characteristic modifier should be used. It is assumed that the characters native trait is included in the skill level.[/FONT]
Hows that sound ?
 
How about tying stats to skills in a limiting form similar to: total skill levels equal to int+educ.

So each skill has an associated stat, the level of which sets the max skill level achievable:
EG:
Stat 2-6 max skill 1
Stat 7-9 max skill 2
Stat A. max skill 3
Etc etc

Or stat level limits total number of skills associated with that stat.

EG: dex 6 skills limited to gun-3 medic-2 riding-1 after which no more skills associated with dex can be taken


In this way associated stats and skills support each other, which seems more realistic to me as it avoids the paradox of a character who builds up a high skill +ve which overcomes a low stat -ve! If you have poor str how do you ever develope brawling skills!
 
Further to my last post, the second option could be expanded to allow for stats based increases in chances of success where no skill is held.

Any short fall between a stat value and the number of skills learnt by a character can be selected as skill-0:

Eg: character has str-7 and skills brawling -3 hvy wpns-2, after generation can select two skill-0's to reflect impact of strength on gaming activity. Again this reflects the fact that whilst unskilled in a task the character gains some advantage (no -ve mod) due to stat level associated with task.
 
My Captain:


As I read Classic Traveller and the Fifth Edition, skills are primarily enablers.

The Classic examples of this are (1) the "level zero" skill that's granted at the beginning of adventures, and (2) well, let's face it, experienced characters come away with a lot of level-1 skills.

The Fifth Edition example is simply that characteristic plus skill level equals target number. Yes, you can say that This Is Hard! adds a bit of weight to skill (looks like an organic outgrowth of the Classic "level zero"), but the nature of skills in T5 seems more like an enabler than not.


Your humble deckhand.


P.S. Wanderer is not dead; it's in chrysalis.
 
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@Baron,

Yeah, I know what you mean. I'm well and truly on the side of skills over characteristics for Traveller, and I also think they've come to dominate (excessively) chaacter building in D&D. Stil, I do think theres a bit more importance to pysical attributes in a non-tech setting. After all, much of what we see as technology is ways of getting around physical limitations. That said, it was the genre that convinced me - stronger,smarter,faster does influence "better"....a +2 gives a "strongest man in the barony " kind of feel. Still, we're not so far apart.

@snapshot,
That is a great idea, but for Adventurer, it seems just too far off of the basic development of 1gen of wargames/roleplaying games I'm aiming for. Still, I'd be interested to see you develop tis. It seems a good step in the never ending attempt to balance skills and attributes, and make them meaningfully interact without simple fiat.

@Robject, stouthearted deckhand
I agree, I think, and I like the idea of skills being described as an enabling function more than anything else. Although, despite it being irrelevant to your point, pugnaciousness forces me to say that I never did, and still don't like level 0 skills. You'll note they are absent from Adventurer. Begone vile naught !

I think that "the this is hard" rule actually goes along way to making skills more important than characteristics, but requires too much fiddliness (for my taste) regarding task difficulties.

Now, as to Wanderer, all I can say to encourage you is "prove it" and I mean that in the best way possible. Whats the haps with it ?
 
Depends on whose Wanderer you are talking about ;) There are several Wanderer projects in various states.

Mine has gone dark for a major overhaul and is now in internal playtesting to make sure it's doing what it's supposed to do.

As for others I am not sure. Hopefully they chime in!

ara
 
Potential combat system for Adventurer:

A simple combat system for Adventurer.

This is the initial lightly edited version of the simpler combat system I'm thinking of including in addition to the Traveller SRD version in previous revs.
Swords and Sorcery combat is often more literary than tactical ; much is abstracted in order to provide the story a visceral punch, and to advance it. The SRD rules provide a reasonable compromise between the two approaches, and is included in a modified version (to allow for spellcasting, for instance). Optionally, the following cinematic/literary/abstract combat is presented for those wishing a quicker or at least less detailed resolution.

Combat
When the party of adventurers comes into contact with enemies, the order of events is as follows:
1. Declare spells
2. Poltroonery
3. Determine Initiative. (Party with Initiative acts first in each step)
4. Shooting
5. Movement
6. Second movement
7. Combat
8. Second Shooting
9. Magic

10. Final actions and morale.


The round is complete; keep initiative order for the next round if the battle has not been resolved. Exception: see tactical skill use in final actions.

General rules:
A character is engaged in melee whenever within range of a non-missile armed opponent who is not engaged in Melee with another character.
A character engaged in Melee only act in the combat phase to make a non-missile attack or attempt to disengage in the combat phase.

Declare spells.
Spellcasters declare what spells they are casting this round.

Poltroonery
Any character may declare poltroonery and immediately take a full standard move away from any opponents and may discard one ready weapon and one ready shield and apply a -1 to all attacks against him. Each opponent gets a free attack before hand, and count the poltroon as an unengaged attack, and any discarded weapons as additional modifiers.

Determine Initiative.
At the beginning of a combat round, each side rolls Initiative on a d6—high roll wins. The winning side acts first, moving, attacking, and casting spells. The other side takes damage and casualties, and then gets its turn. Exception: see Charge attacks and the defend option.

Modifiers:
+1 Member of same side declares a charge.
+1 Leader of same side has highest Tactical skill
+1 Fastest character on same side
+1 Slowest character on opponents side.


First Shooting

Characters with ready missile weapons may shoot at available targets. Optionally, a character may hold the shot into the movement phases.
A character shooting in this phase may not move.

First Movement

Characters in melee or holding a shot may not move.
A character not in melee may declare a charge attack and must move at least half movement.
A character not in melee may declare a defend option, and move no more than half standard.
A character not in melee may declare a Run option, and move up to their run speed.
A character engaged in Melee character may declare a disengage option and not attack.
A character may declare a blocking action, and move no more than half standard.
{a blocking option allows one to engage any number of targets which come in range until the end of the next round next round. The character may not shoot, or cast spells. Other options will be described in the next version}
Otherwise:

* Characters may move up to their standard movement and still attack in the combat phase.
* Characters may move greater than their standard movement up to their run speed but may not attack or shoot further in this round.
* A character must stop all further movement when engaged in Melee.


Characters who have held a shot lose the shot at the end of this phase.

Combat.

Characters engaged in Melee or who are otherwise able to make an attack (for instance, drygulching an opponent otherwise unable to fight back, or fighting another opponent).

* Charge attacks against non-charging characters are resolved before all other hand to hand attacks, regardless of initiative.
* Attacks by a character taking the Defend option are resolved after all other attacks regardless of initiative.
* Multiple attacks by the same character occur immediately after the effects of the previous attack are resolved.


Modifiers:
Charging +1 to hit for both attacker and defended.
Defending -1 to hit for attackers and defenders.
Unengaged attack +1 for attacker


Second Shooting

A character who has moved no more than half standard may now shoot.

Second movement.
Characters who declared poltoonery may now make an additional half move.
Characters who declared a disengage may now move up to a half standard move away from his opponent(s), keeping current facing.
Characters who won initiative, may now move up to half their standard move if:
They are not engaged in melee, declared poltroonery or a disengage option,
and have moved no more than half in the first movement movement phase.

A character must stop movement when engaged in Melee.

Magic
Spells declared in the magic phase take effect and are resolved.

Final actions and Morale

{yet to come}

Thoughts ?
 
I don't know what my full-fledged opinion is having only glanced through, but your option of "poltroonery" is quite funny.:D
 
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