Hi all.
I'm new to FT (just got the rules last week). Anyway, I was wondering if
anyone has done any work on using FT with Traveller?
Lately I think that Traveller has gone down the tubes with the release of T4,
but I'm quite interested in the idea of somehow combining the two, basically
because the FT rules seem much more playable, and I would like to base a
campaign around the idea of the characters and the background evolving at the
same time.
Sencondly, can anyone tell me how to actaully join the SFSFW? I've been to
their web page, but there aren't any addresses there...
thanks all,
Mark Buckley (Oxford, UK)
> Lately I think that Traveller has gone down the tubes with the
Down the tubes? T4 is the way Traveller started! Granted, I don't particularly
like the new Chris Fosse illustrations, but IMHO, Traveller has been brought
out of the dolldrums of repeated new editions and backgrounds.
Me:
> Lately I think that Traveller has gone down the tubes with the
Win Barker:
> Down the tubes? T4 is the way Traveller started! Granted, I don't
Hm, well I have to admit that I'm a fan of the Imperium (pre Shattered
Imperium that is).
My biggest problem with the rules is that the skill system is hopeless.
The (attribute + skill) method gives far too much bias to attribute over
skill, and this combined with Impossible = 4d6 makes the required rolls just
too low. We tried the rules in an introductory game, one PC, with a Dex of 12
and a skill of 2 trying to perform an impossible task had to roll 14 or less
on 4 dice. The average of 4d6 is 14, which seemed rather ridiculous to me.
I was never really keen on the 2 ship combat systems though. The original with
vectored movement etc, was too complex, and High Guard was a bit too abstract.
FT looks like it would fill the gap quite nicely. I guess that the major
problems are to do with the character conversion into FT terms, and effects of
damage, etc to ships and crew. The FT dice rolls are much more granular than
the Traveller ones of any edition, so my first thought is to classify PC's (or
NPC's) above a certain skill level as 'Aces' as
per the fighter rules, allowing a +1 mod to some dice rolls, combat,
maneuvering etc, e.g. Pilot-3 allows (half thrust +1) for turning
ability?
I don't think anything greater than +1 should be given though.
cheers,
Mark.
> On Mon, 19 May 1997, Mystic Musk Ox wrote:
> Hi all.
It would be rather easy, if you trash all the traveller stuff and use FT as
the ship engine.
There has been some talk of Newton FT (with things like different missile
rules and sandcasters) and if this is ever acted on would be a great slot in
for Traveller
> On May 20, 20:31, Darryl Adams wrote:
I'd like to somehow translate how the configurations of ships were related to
how likely they are to be hit and take damage from weaponry, the black globe
and and the Meson gun. The rest pretty much can fall into the realm of
slightly modified beam and missile weapons, and is no trouble.
Here are some starter suggestions:
Meson Gun: As Railgun, but ignores armor.
Subject to being absorbed by Black Globe shield.
Black Globe: If on 100%, absorbs all damage applied, up to capacitor limit.
Use normal cloaked movement rules.
If flickering (to keep it simple, all flicker at 50%), halve thrust and turn
ability, and half of all incoming damage is absorbed.
Cost and size of the Black Globe system is bought based on their damage
absorbtion capacity (in points of beam or missile damage). If absorbs more
than that, boom.
Plasma/Fusion Guns:
Beam batteries with 1/2 range, but decreased cost, as a result.
Remove from FT: Pulse Torpedo
Wave Gun
Nova silliness