Initiative

Discuss the Traveller RPG and its many settings
Monteblanco
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Initiative

Postby Monteblanco » Sat Apr 26, 2008 2:05 pm

I gave up buying Mongoose Traveller soon as I read the 3.2 draft. I considered that, despite some clear improvements in character generation, combat rules were ruined with the reliance in overcomplicated initiative rules. Just by luck I checked Mongoose site for the first time in a few months and read the second preview. It seems that the initiative rules were completely re-written in a simpler form. Is that right? What about the annoying time/effect rule? Is it really an optional rule now or is it still part of the damage rules?
Rikki Tikki Traveller
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Postby Rikki Tikki Traveller » Sat Apr 26, 2008 3:04 pm

Supposedly, the Intitiative and the Timing/Effect thing have been changed in the final draft. None of us have seen it though.

Hang in there and wait for the final stuff to come out and read some of the feedback then decide.
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Monteblanco
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Postby Monteblanco » Sat Apr 26, 2008 4:07 pm

I will, I changed from a pass to depending of the reviews.
Border Reiver
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Postby Border Reiver » Sat Apr 26, 2008 7:17 pm

Timing/effect is gone.

We now have a dynamic initiative based on an initial 2D6 roll with dex DM. You can make a tactics check and gain a bonus based on its "Effect" for everyone on your side.

Initiative is affected by your "actions" and carried over to the next round.

So far, so simple, so good.

Game starts in 45 minutes so we'll soon know how good it is won't we?
Dae Richt and Feare Nocht
Monteblanco
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Postby Monteblanco » Sun Apr 27, 2008 1:25 am

Border Reiver, please post your impressions after the session.
Golan2072
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Postby Golan2072 » Sun Apr 27, 2008 8:45 am

Border Reiver wrote:Timing/effect is gone.
Do you mean gone completely from the rules or just removed from the initiative/damage mechanisms? Also, was the power-plant power-point allocation removed as well (another bogyman of the playtest files)?
Border Reiver
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Postby Border Reiver » Sun Apr 27, 2008 11:32 am

Gone.

Timing and effect remains in a different form, 1d6 rolled for timing if needed and an effect based on the degree of success or failure of a particular roll.

Power Allocation is gone too as far as I can see.

One for the grognards though, the Gazelle class has been down gunned from 2 triple laser turrets and 2 PA barbettes to 2 double missile turrets and 2 double sandcaster/laser turrets and the whole 300/400 ton thing with drop tanks is replaced with a straight 400 ton design.
Dae Richt and Feare Nocht
Golan2072
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Postby Golan2072 » Sun Apr 27, 2008 12:25 pm

That's great news indeed. The original timing/effect mechanism looked very cool on paper, but had major issues in actual application, especially in combat. The power-point mechanism was a major headache in ship design and combat and could have resulted in radically changing ship performance in comparison to the Traveller norm. with these twin bogeymen removed, MGT sounds very, very promising. Can't wait to get it...

And, speaking of PA barrettes, is it possible to re-construct the Kinunir using the MGT core book? :)
Rikki Tikki Traveller
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Postby Rikki Tikki Traveller » Mon Apr 28, 2008 1:21 pm

Golan, I don't think you can reconstruct the Kinunir using ANY Traveller set! :wink:
My friends call me Richard.
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AKAramis
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Postby AKAramis » Tue Apr 29, 2008 5:47 am

Rikki Tikki Traveller wrote:Golan, I don't think you can reconstruct the Kinunir using ANY Traveller set! :wink:
HG 1st Ed, IIRC.
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