saundby
SOC-14 1K
Were I to reboot MgT core...
1) Move small craft design from HG into the core.
Yes on this from me, too.
Quality art is inspirational. It shouldn't overpower the rules, like it does in a lot of fantasy rule books, but it should highlight them.2) genuinely decent art, not the barely passable stuff Mongoose seems to like
When I brought my Spica Career Book 1 to a game, EVERYONE homed in immediately on the Religious Militant by David Redington. "I don't know what he is, but I want to be one!" was the drift of the comments. Each of the character classes in that book has an illustration that features a personality that you can read into the features and stance of the character. Not all of them are as dramatic as the Religious Militant, but they convey the idea of a personality. It's not just a drawing of a generic person with accoutrements to show that they're a person who uses those accoutrements, or an expression of this year's sensibilities of style placed in a futuristic setting.
4) The longer form of events tables from Spica Career Book 1
Yes!
5) Make personal damage rules match CT 2E
5.1) This includes no weapons with Xd+Y, only Xd
Yes to this, too.
As an alternate, yes.6) use letter step damage for ship combat, rather than the Dinged/down/replace-it of current
7) Add 1-2 more subcareers to most careers
8) Add more alternate drive techs in the core
8.1) clearer keyhole rules (mimic Alderson drives)
8.2) add starfire/trek style fixed PSL M-drives
Yes to these as well.
Haven''t used it in play, so I'm neutral, but I like having alternatives.8.3) 2300 stutterwarp
9) move the better Fission PP rules from HG into the core
10) Power points instead of the current PP requirement rules
This is an extension of making the ship system more unified, and I'm for it. If the Core book is going to see expansion, I think bringing in some of the more advanced mechanics whether as alternatives in core or as part of a revamped overall system is good.
When I shift from core ships to HG-style gearhead ships, I'd like it to be a greater level of detail and control, not a rule shift that breaks the old designs or makes them hard to equate with the detailed designs.
11) MT/2300 Task Mechanics, but adjusted slightly.
Task variant in spoiler (for space reasons)
Spoiler:The variant task mechanics I'd use (differences from MT listed):
Attribute DM=Attribute/3 (rather than Attribute/5), round down
Change difficulty levels toImpossible (can't be done)Exceptional success or failure is made/failed by 3 or more (instead of 2 or more)
Staggering = 21+ (Can only be done by taking extra Time)
Formidable = 19+
Very Difficult = 16+
Difficult = 13+
Average = 10+ (corresponds to 8+ level in MGT
Routine = 7+
Easy = 4+
Simple = 1+ (Automatic unless hasty task)
Mishap roll results1-3 None (1d3-1% repair cost, Simple repair)
4-6 ding (1 point of correct scale) (1d6% repair cost, Routine repair)
7-9 Minor (1d6 points of correct scale)(2d6% repair cost, Moderate repair)
10-12 Moderate (2d6 points of correct scale)(1d6%x5% repair cost, Difficult repair)
13-15 Severe (4d6 points of correct scale)(1d6%x10 repair cost, Formidable repair)
16-18 Destroyed (8d6 points of correct scale)(1d6%x25 repair cost, Impossible repair)
19-21 Rubbled - (16d6 points of correct scale) (can't be repaired - no longer present)
22+ shattered/absent/fine red mist - 32d6 damage if insistent. Nothing there to be repaired.
I like the current task mechanics as the standard. Not far off from the implied CT system or the UGM. My players pick it up quick and it's not hard to accomodate lots of situations in play. Perhaps if I'd spent more time with MT I'd have more appreciation for its system. *shrug*
Great and well thought out post (as always), Wil!