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True20 and Traveller

WHile I've not seen the game, a toughness save system would be quite feasible.

I've been toying with the idea for a while. Use A toughness save vs stamina or stunned. Con save versus Lifeblood or wounded.

Stun is penalty next round. Goes away.

WOund:
Fail by 1-4: Light wound. -1 to everything
Fail by 5-9: Moderate wound. -5 to everything.
fail by 10-19: Severe wound. -10 to everything
Fail by 20+, or fail by 11+ and natural 1, Dying.

Apply wound penalties even to further wounds.

Yes, striker influenced!
 
I bought the download and am still looking through it. Most of it is distilled d20, which seems to remove some needed parts (experience, leveling, wealth system are the three stumbling blocks I've run across), while keeping the adventuring. I'm comparing it with the WotC Dungeons&Dragons Basic Game as an entry level RPG - both are similar in writing tone.

Traveller20 could be modified for it, fairly easily I think from what I've read so far. The only catch would be some of the "staples" of Traveller, like world-building, would have to converted entirely to d20 which could be a bit problematic.

What were you thinking of using True20 Traveller for?
 
Originally posted by Jeff M. Hopper:
The only catch would be some of the "staples" of Traveller, like world-building, would have to converted entirely to d20 which could be a bit problematic.
Why? Worldbuilding (like ship design) is an entirely separate subsystem of the ruleset. All you need to do is convert the effects of worldbuilding (ie environments) to d20, not the worldbuilding system itself. Ditto with ships - use the current method, but convert the stats to d20. Heck, T20 does this already anyway.
 
Originally posted by Malenfant:
Why? Worldbuilding (like ship design) is an entirely separate subsystem of the ruleset. All you need to do is convert the effects of worldbuilding (ie environments) to d20, not the worldbuilding system itself.
The random number averages for 2d6-whatever+whatever come out differently than the random number averages of d20. It'd take a little work to get the same results from a different dice mechanic. This is True20, the goal would be to create a system that only uses the d20. Not saying it'd be impossible mind you, it'd just take a little work.
 
True, but then T20 uses a mix of d20 and 2d6 to generate worlds.

Given that T20 is aimed at the d20 crowd and still uses d6s sometimes, is it just too much to expect from the True20 lot that they could remember those cubic dice they have lying around somewhere? ;)
 
On the personal level, True20 could be used quite easily. It's main stumbling block is scaling between personal/vehicle/starship as it doesn't have any vehicle rules IIRC.

Psionics are handled in much the same way as Flynn's(?) rules, with each talent being a skill which is rolled when you want to do something. Which is also pretty much like Force skills in SWd20.

There is no experience system. True20 came from Blue Rose where the attitude to levelling was "the GM tells you when he thinks you've done enough to level."

There are no class or cross-class skills, just known skills, which are all at your level +3.
 
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