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What's your blend (of rules)?

How much "Traveller" is in your Traveller gaming?

  • Non-Trav rules in a Traveller homebrew setting

    Votes: 0 0.0%

  • Total voters
    47
  • Poll closed .
My campaign, if I ever actually get back to running it :sad: is a mix of CT/MT/TNE
rules set around the time that terra got jump 3 (interstellar wars era). I use the Nearspace map. It contains exploration/first contact/and skirmishes with the Vilani.
 
I house rule a few things (combat ranges and turn lengths, certain starship fixture and op costs, my own expanded world gen, a few CT/PT milieu assumptions) but essentially MgT 1/2e in the Trojan Reach alternating with my near-Earth ATU.
 
Traveller+

Last year (2016) I finished a Mongoose 1E campaign in the Spinward Marches. I later took to solo play with my own character into Gvurrdon Sector but tacked on Malmstein's Gvurrdon Sectorbook and added it to the Mongoose Gvurrdon Sector Sourcebook as well as Alien Module 2: Vargr. I have a tendency of writing content into a pre-existing world, having a tough time of creating one from scratch. YMMV.
 
Mongoose 2E with T20 setting and a few house rules as are warranted. Adventure material from absolutely anywhere.
 
I moved from T4 to T5 when I got my hands on the BBB. I still use all the support material from a variety of versions, but up until now have pretty much run all my "contemporary" games in the Spinward Marches using CT, MT and now T5. The only deviation in location was with T4.
 
With regards to rules almost back to basics - sort of ;)
CT character gen but lots of level 0 skills for service and a couple of changes to skills tables - promotion through enlisted ranks and 2 skills per term for others
skill throws using TTA guidelines plus MgT 2e boon/bane
combat is T4 based
Setting wise:
proto-Spinward Marches (adventures of the Bloodwell)
Culture - heavily influences by Mindjammer
 
Classic Traveller with a handful of house rules in a home brew setting.

Largest house rule is editing out most of the new skills from Supplement 4 careers. Other house rules deal with pick and choose between 1977, 1981, The Traveller Book, and Starter Traveller (using at least one bit unique to each of those versions - well, maybe actually nothing actually unique to 1981, I think most of the 1981 bits I use are also in TTB...).

Frank
 
CT character gen but lots of level 0 skills for service and a couple of changes to skills tables - promotion through enlisted ranks and 2 skills per term for others
skill throws using TTA guidelines plus MgT 2e boon/bane
combat is T4 based
Setting wise:
proto-Spinward Marches (adventures of the Bloodwell)

To me, THAT sounds sorta like what "CT should have been".
 
Learning/building/doing T5, which requires a lot of home brew.

Mine is more like Ulsyus':

I moved from T4 to T5 when I got my hands on the BBB. I still use all the support material from a variety of versions, but up until now have pretty much run all my "contemporary" games in the Spinward Marches using CT, MT and now T5. The only deviation in location was with T4.

I moved from TTB to T4 back to TTB to T5, but otherwise rather the same path.
 
The bit of it I use is armour as damage dice reduction. To hit rolls I use CT 8+ with the usual DMs for movement of shooter and target, concealment and cover out to the effective range of the weapon, 12+ is the target number for snapshots or long range shots.
 
How does combat work in T4?

I really like the T4 mechanic for damage vs. armor (as it is simple without being overly simplistic):

  1. All damage dice are whole dice (i.e. no "+" " or "-" damage).
  2. Each point of armor "reduces" the damage by removing 1D of damage.
    • If it is "hard" armor, the entire 1D is eliminated.
    • If it is "flexible" or "soft" armor, the 1D is reduced to a single point of damage (as if the 1D had rolled a "1").
  3. Apart from certain special exceptions by weapon type, no weapon will actually cause more that 3D of damage (after armor reduction) to target, representing over-penetration, the remaining damage dice being wasted and continuing on thru the target via the exit wound.
 
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