Yup. ALL of the early RPGs are "direct descendants" of D&D in that sense. Traveller fell considerably farther from the tree than nearly any other in that first generation, though.
I'd argue that RuneQuest actually falls further...
| RQ | D&D | Traveller | 
| 7 attributes, (STR CON SIZ INT POW DEX CHA) | 6 atts (Str Int Wis Con Dex Cha | 6 atts Str Dex End Int Edu Soc | 
| 3d6 | 3d6 | 2d6 | 
| To-Hit and Armor Penetration separated (armor reduces damage) | To-hit and Pen combined | to  Hit and Pen Combined; Striker/AHL separates it in the 80's | 
| Totally classless | Class & Level | Class but not level | 
| clear opposed roll mechanics | No opposed roll mechanics | No opposed roll mechanic | 
| coupled to a setting from the get go | No setting and only weak setting implications | fairly strongly implied setting in core, explicit setting in later editions | 
| large format | small format | small format | 
| Reliant on d10's & d6's | d10's optional* d6's required | d6 only | 
| Hit Locations matter | No hit locations | No Hit Locations | 
| Fantasy | Fantasy | Sci-Fi | 
Setting wise, Traveller's quite different; mechanically, RQ is more distant. (And a year later).
 
	 
 
		 
 
		 
 
		 
 
		