classic Traveller dice rolls

Discuss the Traveller RPG and its many settings
jaz0nj4ckal
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classic Traveller dice rolls

Postby jaz0nj4ckal » Sat Jul 14, 2012 2:17 am

I understand that this is for Mongoose's version; however, I just got a copy of Classic Traveller and some Traveller Journals, yet I am nto understanding how the difficulty target is calculated. For example: Mongoose's version has generic predefined, but I don't see that in the Classic Version. How did GMs assign generic target numbers?

I am trying to convert some items I want to use from the Traveller Journals.

thank you.
hdan
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Re: classic Traveller dice rolls

Postby hdan » Sat Jul 14, 2012 3:56 am

Classic Traveller had no general system for difficulties. Each skill had some suggested values. People later developed a generic task system, which is more or less what the Mongoose one is.
/hdan
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Re: classic Traveller dice rolls

Postby Elrick » Sat Jul 14, 2012 8:28 am

jaz0nj4ckal
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Re: classic Traveller dice rolls

Postby jaz0nj4ckal » Sat Jul 14, 2012 4:04 pm

Hey...the system developed the opposite of the bonus/pen. The number is added or subtracted from 8+, which is pretty cool.

Does this play well?

Thanks so much.
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Re: classic Traveller dice rolls

Postby GamerDude » Sat Jul 14, 2012 8:10 pm

jaz0nj4ckal wrote:I understand that this is for Mongoose's version; however, I just got a copy of Classic Traveller and some Traveller Journals, yet I am nto understanding how the difficulty target is calculated. For example: Mongoose's version has generic predefined, but I don't see that in the Classic Version. How did GMs assign generic target numbers?

I am trying to convert some items I want to use from the Traveller Journals.

thank you.
Having converted a few of the CT LBB adventures I've realized something...

Difficulty of a skill task (like programming a computer) was reflected by changing the standard "8+" target. So if it was just a Mongoose "Difficult" (-2 DM) in CT terms the target goes from "8+" to "10+"

For character stats I just used them as is.

For gear I have the MGT core rulebook, hell ALL the rule books.. so I find the closest thing.
Al B. [B-)
Say what's that, a new game? M-U-S-T   B-U-Y G-A-M-E!

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jaz0nj4ckal
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Re: classic Traveller dice rolls

Postby jaz0nj4ckal » Sun Jul 15, 2012 3:41 am

Thanks... I will keep this in mind.
ShawnDriscoll
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Re: classic Traveller dice rolls

Postby ShawnDriscoll » Tue Jul 17, 2012 3:09 am

Shocking how Classic Traveller uses rule-less rules by today's standards. But 30 years ago, such rules were the norm.
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Re: classic Traveller dice rolls

Postby GamerDude » Tue Jul 17, 2012 3:20 am

ShawnDriscoll wrote:Shocking how Classic Traveller uses rule-less rules by today's standards. But 30 years ago, such rules were the norm.
I would attribute a large part of this shift on the changing outlooks and mentality of players/GMs. I want more ways to do things more clarification more options for my characters more more more...

I remember when 3rd ed D&D came out in my city. Many of the olderschool gamers were all hot for the first class book to come out. I mean within one or two months they were salivating for the new book. When I asked them why their answer was simply "why more prestige classes and MORE FEATS!" In the time where they barely could scratch the surface of the brand new core books they were already hungering for "more crap" (as I put it)... new new new new that's all they know, and shocking from gamers in their early 30's to 50's

Of course some companies were just as guilty causing this shift... look at the difference between AD&D 1e vs AD&D 2e. Light years apart in the sheer magnitude of "official" stuff put out by TSR (not including Dragon Magazine).
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ShawnDriscoll
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Re: classic Traveller dice rolls

Postby ShawnDriscoll » Tue Jul 17, 2012 4:09 am

I used to think that The Morrow Project 3rd edition rules book was way took much to read and keep track of. Now I look at how thin the book is and go "is that it?" Same with SPI's Universe 2nd edition.

Maybe as I've gotten older, I've learned to read? Or it could be that I expect books to be over 128 pages if I'm paying $25 for them. And if I'm paying more, I expect the books to be hardcover.

The current generation of Windows PC gamers out there want to MOD their games the day they buy them without actually playing the games as designed. Really? How does one MOD a game they haven't played yet? And, of course, these are MODs that break games. Instant gratification gamers.
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Re: classic Traveller dice rolls

Postby Vile » Tue Jul 17, 2012 9:09 am

Arr, and when I were a lad, if we wanted covers on our rule books we had to make our own out of dried blisters glued together with ear wax! :mrgreen:

I'm not sure the lack of explanation of target numbers in CT was so much a virtue as an oversight. Looking back it's (relatively) clear that the target number moved up or down depending on difficulty, but faced only with the first three LBBs I know that I and many contemporaries were pretty mystified by the whole thing. No internet then, either, so everyone made up their own houserule to deal with it. We really thought there was no system, and we had to make up the target for each skill ourselves. Especially for people coming from a D&D/AD&D background, who were used to having a whole host of different targets and thought there was nothing odd about doing the same in CT (although I don't think that's actually what GDW intended).

jaz0nj4ckal, I'd advise using the target 8+ with modifiers approach that MGT uses. As players have to add skill bonuses and other modifiers to the roll anyway, adding a difficulty modifier as well is a lot easier than applying it to the target number instead.
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Re: classic Traveller dice rolls

Postby rust » Tue Jul 17, 2012 9:21 am

ShawnDriscoll wrote:Shocking how Classic Traveller uses rule-less rules by today's standards. But 30 years ago, such rules were the norm.
Well, not really. Back then many of the roleplaying games came
from companies which had previously designed wargames, and
therefore had the very precisely defined rules typical for warga-
mes. When we began with Traveller we considered its rules an
example of unusually sloppy design.
ShawnDriscoll
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Re: classic Traveller dice rolls

Postby ShawnDriscoll » Tue Jul 17, 2012 9:57 am

Vile wrote:No internet then, either, so everyone made up their own houserule to deal with it.
Back then, everything required a self-addressed stamped envelope to get replies from the publishers. Later it was the 900 numbers (in the US) you had to call for answers to questions.
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Re: classic Traveller dice rolls

Postby ShawnDriscoll » Tue Jul 17, 2012 10:00 am

rust wrote:
ShawnDriscoll wrote:Shocking how Classic Traveller uses rule-less rules by today's standards. But 30 years ago, such rules were the norm.
Well, not really. Back then many of the roleplaying games came
from companies which had previously designed wargames, and
therefore had the very precisely defined rules typical for warga-
mes. When we began with Traveller we considered its rules an
example of unusually sloppy design.
Classic Traveller used a football field for its abstract player/NPC battles. Kind of lame in 1980 if you were a wargamer. Snapshot and Azhanti High Lightning added better combat rules.
jaz0nj4ckal
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Re: classic Traveller dice rolls

Postby jaz0nj4ckal » Tue Jul 17, 2012 11:45 am

I want to start by thanking everyone who has contributed and participated in this thread. Everyone has offered insight and valued information and details to me. As one individual pointed out – I am coming from AD&D 1/2E with many years playing; however, as I break into “classic” Traveller I learned that the system works and handles dice rolls entirely different.

What initially attracted me to Traveller was the 2d6 dice mechanics and the bell curve, and secondly the Space Opera setting and a classless system. Yet, I find myself lost with the mechanics since it lacks hard-core target numbers or so I thought. Despite the latter, I realize the lack of target numbers or ball-park figures decided by the DM is nothing new – my group and I were doing the same for years in AD&D 1/2E, so it becomes a mindset and experience playing a 2d6 game mechanics. In addition, the lack of target numbers and flushed out game rules – allows the DM and players to use their imagination and creativity more. It could be argued by some that current computer games and gaming trends have took the creativity out of PnP gamers these days. In my experience, the majority of video gamers transiting to PnP games try to compare fantasy games to World of Warcraft; however, that might not be the case with all.

Since the Classic Rules lack stated target number – it does make individuals to think “outside the box” and become creativity with penalties and bonuses. In addition, it makes the game more dynamic and less rule intensive, which enables more time on storytelling and development and lastly roleplaying with character interaction. Because...lets face it, the majority of us are not getting together with friends to discuss dice mechanics and percentages – we want to have fun as a group, interact and play a character that is 100% opposite of our normal day-to-day life.

Now I know that I need to factor my penalties and bonuses modifiers on the base 8+ for a ball-park target number for events. This will help me in my GMing and converting the old Traveller Journal books I found.

Thanks
JJ
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Re: classic Traveller dice rolls

Postby AndrewW » Tue Jul 17, 2012 2:07 pm

Vile wrote:Arr, and when I were a lad, if we wanted covers on our rule books we had to make our own out of dried blisters glued together with ear wax! :mrgreen:
I used to carve maps out of stone tablets, those where sure fun to carry around...
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Re: classic Traveller dice rolls

Postby Captain Jonah » Wed Jul 18, 2012 10:26 am

AndrewW wrote:
Vile wrote:Arr, and when I were a lad, if we wanted covers on our rule books we had to make our own out of dried blisters glued together with ear wax! :mrgreen:
I used to carve maps out of stone tablets, those where sure fun to carry around...
Luxury I tell ya, Luxury.

Back when I was a lad we dreamed of carving stone tablets. Printed rules, what were they.

We had to carry the rules in our heads, none of this new fangled printing stuff :wink:

Every game was half arguing about who remembered the rules, a quarter rolling handy pebbles as dice and a quarter beating off some passing hungry Dinosaur.

Youngsters these days have it easy :roll:
Traveller: Nonsense, those rumours about me and crashes, no truth in them at all. I never had a landing I didn't walk away from!

ACTA-SF: Who are we, GORN. What do we want, Cruisers that can turn.... Wait, OK Escorts... Wait. I'll get back to you !
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Re: classic Traveller dice rolls

Postby peelseel2 » Tue Jul 24, 2012 11:41 pm

Captain Jonah wrote:
AndrewW wrote:
Vile wrote:Arr, and when I were a lad, if we wanted covers on our rule books we had to make our own out of dried blisters glued together with ear wax! :mrgreen:
I used to carve maps out of stone tablets, those where sure fun to carry around...
Luxury I tell ya, Luxury.

Back when I was a lad we dreamed of carving stone tablets. Printed rules, what were they.

We had to carry the rules in our heads, none of this new fangled printing stuff :wink:

Every game was half arguing about who remembered the rules, a quarter rolling handy pebbles as dice and a quarter beating off some passing hungry Dinosaur.

Youngsters these days have it easy :roll:
Carving?? Memorization?? Rules?? Maps?? Back in my day we just winged it! :-)

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