<BLOCKQUOTE>quote:</font><HR>Originally posted by jalberti:
I agree with Aramis. I would like to see MT reprinted. The final edition of MT with all the errata removed, was an excellent and useful rules set.
After playing MT and the enhancements it provides, I could never go back to the CT rules. MT adds a great deal to the game, and keeps many of the goods things from CT.<HR></BLOCKQUOTE>
No kidding. Leaving aside the obvious (errata, lack of clear examples, whether the Rebellion was really such a good idea, and lack of anything to actually PLAY) my only complaints about MT are these:
1) Interrupts in combat confuse me to this day, I'm not crazy about the multiplication and/or division involved in figuring penetration and damage, and having 2 different damage systems (Life Force points vs. stat damage) seems pretty clumsy and half-baked (I use neither, going with a simple AHL-esque Superficial, Minor, Major, and Destroyed/Dead).
2) A simple 'Book 2 equivalent' craft design system is sorely missing. With practice (and a spreadsheet) it's possible to become an expert at MT craft design, but it's a nightmare for casual vehicle designers (i.e. GMs who don't design navies but still think it might be cool to have a couple of custom-made ships in his campaign, i.e. me). Just to see if time and age made a difference, I sat down a couple months ago with pencil, paper, and calculator and tried to design a simple grav-tank using the MT rules -- I gave up in frustration after about 45 minutes, with no tank.
3) The chapters on Travelling and in-system operations shouldn't be hidden away in the Imperial Encyclopedia, and several sections from the Referee's Companion (technology, research, mass combat, the blank maps) should be included in the main rules, but this really goes back to editing (and, I suppose, available space).
And that's really it. Nowadays I'd also tweak char-gen a bit (including background skills and a system for picking up contacts and/or enemies (like the Cyberpunk Lifepath system) and making the rolls task-based) and I'd like to see world creation and trade at least a little more scientific/realistic, but as far as the core bulk of the rules go, I think MT was a good 75-80% of the way there.