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What do you import into MgT from other Editions?

infojunky

SOC-14 1K
Peer of the Realm
So as the the subject says, what to you add to the Mongoose edition from other editions?

I find myself looking back at CT for lots of equipment both a direct lifts or for rewrite into Mongoose.

As for rules I am currently reconciling SnapShot and MgT with a healthy detour through AHL. Mostly it is what to do with initiative adds within the Action Point system...
 
Personally, I don't important anything from MGT to CT.

Although these days I don't, I've been known to import MT stuff to CT, but those games are very, very close, mechanically.
 
Evyn,

When you're done with your injection of action points to the MgT system I'd really like to see the results.

If you're happy to share your work in progress, please shoot me a PM

=)


So as the the subject says, what to you add to the Mongoose edition from other editions?

I find myself looking back at CT for lots of equipment both a direct lifts or for rewrite into Mongoose.

As for rules I am currently reconciling SnapShot and MgT with a healthy detour through AHL. Mostly it is what to do with initiative adds within the Action Point system...
 
Evyn,

When you're done with your injection of action points to the MgT system I'd really like to see the results.

If you're happy to share your work in progress, please shoot me a PM

=)

As it stands it is pretty much straight forward Snapshot, with the MgT task system wired in for combat tasks.

But there are other Intiave mods beyond the ones granted in the basic rules, the basic dex initiative as is ignored as it is subsumed in the dex portion of figuring action points, the initiative bonus added as a result of a successful Tactics check adds the bonus to AP. There things that increase a initiative roll from 2d6 to 3d6, and the question in my mind is whether to leave it as a random roll or convert it to a fixed addition. In general a fixed add to initiative just adds directly to the AP total.

Also Recoil and Heft penalties are added to the AP cost of the weapon.

And that is as about as far as I have gotten. Though I am solidly pondering bringing in the range and damage mechanisms from AHL and by extension Striker, but the amount of work there puts it further down the road.
 
Pretty much the entirety of Classic Traveller material - although much of it has now been converted into Mongoose supplements now anyway.

For me, the character generation system of Mongoose Traveller is the best - precisely because it uses the Events and Mishaps tables, and it also has a number of other options and add-ons that smooth out the process a little. Other systems are either near as dammit the same, or are slightly enhanced in other versions (combat, mainly) so I pick and choose freely.
 
Heaven only knows where my copy of Snapshot got to (and Mayday and while I think my AHL is back in London, I really don't know).

I see that Snapshot is available on Drive Thru, sounds like I need to add it to my wish list...

What's the logic behind recoil and AP cost of a weapon?

As it stands it is pretty much straight forward Snapshot, with the MgT task system wired in for combat tasks.

But there are other Intiave mods beyond the ones granted in the basic rules, the basic dex initiative as is ignored as it is subsumed in the dex portion of figuring action points, the initiative bonus added as a result of a successful Tactics check adds the bonus to AP. There things that increase a initiative roll from 2d6 to 3d6, and the question in my mind is whether to leave it as a random roll or convert it to a fixed addition. In general a fixed add to initiative just adds directly to the AP total.

Also Recoil and Heft penalties are added to the AP cost of the weapon.

And that is as about as far as I have gotten. Though I am solidly pondering bringing in the range and damage mechanisms from AHL and by extension Striker, but the amount of work there puts it further down the road.
 
What's the logic behind recoil and AP cost of a weapon?

There is an initiative penalty built in to MgT's Recoil/Heft rules, thus with equating Initiative bonuses/penalties with Action Points it falls out that way....
 
I end up using the expanded/advanced character generation from MT, and while I used to use the CP2020 Lifepath rules with it now I pretty much just use the MgT system. There's a part of me that still loves the idea of adapting the CP2020 Lifepath system to MgT in some combination of things but I have way to many things to do with my free time and I'm actually trying to get away from kitbashing the crap out of every game because my players end up getting lost in the differences.

D.
 
There is an initiative penalty built in to MgT's Recoil/Heft rules, thus with equating Initiative bonuses/penalties with Action Points it falls out that way....

OK, but why is there an initiative penalty associated with recoil and is it truly representative of the effect of recoil?

Recoil is something a good shooter will manage but they will still put multiple hits on target.

Back in game terms, to be at a disadvantage the following round because of something a skilled character can manage seems out of kilter to me.

Yet skill plays no part in initiative. Yeah, OK it plays into how well a character can hit but if the character gets hit first cos their initiative dropped cos they couldn't manage recoil then their skill counted for zip.

I'm arguing for taking recoil out of the initiative equation and adding combat skill into it. Gun combat should be about the application of firearms in combat not simply your character's marksmanship skills. I guess you could say it crosses over with small unit tactics.

If recoil should have an effect, it should be in followup shots. Recoil after all has no effect on the first round.
 
OK, but why is there an initiative penalty associated with recoil and is it truly representative of the effect of recoil?

Recoil is something a good shooter will manage but they will still put multiple hits on target.
Situational example.
Two shooters with equal weapon skill and characteristics like dex.

One shooter with a weapon that has no recoil, like a laser weapon. They can more easily keep the weapon on target without expending effort or time.

One shooter with a weapon that "jumps". It recoils and the user has to bring it back on target thus taking skill and time.

No matter how skilled one is, the recoil still exists. The more the recoil, the harder it is to stay on target vs a weapon with less or no recoil. Thus initiative for a person with a weapon that "kicks" is lowered if they don't have the strength to handle the weapon. I can see how one might want to say if a person is skilled, they can more easily compensate for heft and recoil but take someone supper awesome skilled but slight in stature and build thus smartly use a light weapon with little recoil. With a hefty weapon this very skilled person may barely be able to pick it up let alone keep it on target. We can not all be Arnold Schwarzenegger grabbing vehicle mounted weapons off their mounts and using them one handed. A skilled role player should properly role play their character such that a skilled combat character would choose their weapon based on their ability to handle it and knowing the negatives and positives of using such.

The skill part is a DM added to the attack and chance to hit and through effect (MongT) also damage. Higher skill, more likely you compensated for any and all issues to lock on target.

Sure, I guess one could create yet one more rule for combat and allow someone to try and get off shots just as fast with their huge recoil weapon. Something like ignore the recoil initiative DM but now have an attack DM and will be less likely to stay on target and hit it.

So for the roleplay/rules/reality aspect you get situations like
A) ignore this new optional initiative/recoil and the "skilled" character can take the initiative/recoil penalty and as usual, be more likely to hit and do more damage than their less skilled opponent.
or
B) the "skilled" character can use this optional initiative/recoil rule to ignore the recoil/initiative penalty but takes a small -DM to hit. They are now reduced in likelihood to hit but because of their high skill perhaps still just as capable of hitting a target as a less skilled character who is slowed down and taking longer to compensate for the recoils.

EDIT: FYI, the rule to increase initiative at the expense of accuracy already does exist. It's called Hasten. It's just not limited to skilled people trying to quickly fire weapons they can't handle.
If recoil should have an effect, it should be in followup shots. Recoil after all has no effect on the first round.
I thought this was how the MongT rules were worded?
 
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I'm seriously thinking of going with eight stats:

three physical - str, dex, end
three "mental" - int, will, cha (not sure if mental is the word I'm looking for here)
two cultural - edu, soc

A third cultural characteristic would be nice but I don't know what to pick...
 
OK, but why is there an initiative penalty associated with recoil and is it truly representative of the effect of recoil?

Recoil is something a good shooter will manage but they will still put multiple hits on target.

Dude you are making a mountain out of a conditional molehill, the whole Recoil/Heft thing only comes into play of you don't have enough strength for the weapon.

Also note both Leadership and Tactics can have a huge impact on Initiative/AP...
 
I'm seriously thinking of going with eight stats:

three physical - str, dex, end
three "mental" - int, will, cha (not sure if mental is the word I'm looking for here)
two cultural - edu, soc

A third cultural characteristic would be nice but I don't know what to pick...

You could always use some of the derived characteristics from MegaTraveller:

Life Force = Str + Dex + End
Determination = Endurance + Intelligence (Which could be used as Willpower)
Experience = Intelligence + Education
 
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