D&D 3E to MG Traveller Conversions

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Tom Kalbfus
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D&D 3E to MG Traveller Conversions

Postby Tom Kalbfus » Sun Oct 05, 2014 2:30 am

Orc Warrior Drifter (barbarian) Race Orc Racial Traits Feral; Strength 11 (+1), Dexterity 7 (+0), Endurance 8 (+0),Intellect 5 (-1), Education 5 (-1), Social 4 (-1) Athletics 1, Melee Blade 3, Gun Combat (laser pistol) 1 , Heavy Weapons Recon 1
Broadsword Melee 4d6
Laser Pistol Ranged 3d6
Mesh 2
Cash on Hand Cr100 to Cr600
Organization: Gang (2-4), squad (11-20 plus 2 sergeants and 1 leader, or band (30-100 plus 150% noncombatants plus sergeant per 10 adults, 5 lieutenants and 3 captains)
An orc's hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc stands 2 meters tall and weighs about 100 kg, females are slightly smaller.
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Re: D&D 3E to MG Traveller Conversions

Postby Infojunky » Mon Oct 06, 2014 12:46 am

I was considering Racial Traits of Feral, Notable (+2) Str and End and maybe Toughness 1 or 2 for Orcs...
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Re: D&D 3E to MG Traveller Conversions

Postby ieqo » Mon Oct 06, 2014 1:22 pm

The Urzaeng subspecies of vargr (p33 of Alien Module 2: Vargr) might also make a good starting point for a "space orc."
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Re: D&D 3E to MG Traveller Conversions

Postby enderra » Mon Oct 06, 2014 6:32 pm

I just went with +2STR and Feral.
Still working on my setting: Contact Light
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Re: D&D 3E to MG Traveller Conversions

Postby Tom Kalbfus » Tue Oct 07, 2014 12:26 pm

ieqo wrote:The Urzaeng subspecies of vargr (p33 of Alien Module 2: Vargr) might also make a good starting point for a "space orc."
A gnoll resembles a Vargr
Image
Gnoll

Image
Vargr

So might one be mistaken for the other?
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Re: Tory Burch Outlet Online

Postby Tom Kalbfus » Tue Oct 07, 2014 12:58 pm

carpinteyrojtu wrote:Spam URL's deleted
Excuse me?
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Re: Tory Burch Outlet Online

Postby IanBruntlett » Tue Oct 07, 2014 1:07 pm

Tom Kalbfus wrote: Excuse me?
Just finished reporting it as Spam on the appropriate Forum ("Board Index" -> "Mongoose General Discussion" -> "The best way to report SPAM threads" ).

See viewtopic.php?f=2&t=35265&start=740
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Re: D&D 3E to MG Traveller Conversions

Postby Rick » Mon Oct 13, 2014 6:19 pm

Tom - I have just realised that you may be trying to re-invent the wheel, as it were. There is a pdf file of "Fantasy Creatures for the 2d6 OGL" kicking about that might give you what you need. It's on the Mongoose forum here: viewtopic.php?t=36922 hope that helps.
"Understanding is a 3-edged sword" bit like a toblerone, really.
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Re: D&D 3E to MG Traveller Conversions

Postby Tom Kalbfus » Mon Oct 13, 2014 10:55 pm

Rick wrote:Tom - I have just realised that you may be trying to re-invent the wheel, as it were. There is a pdf file of "Fantasy Creatures for the 2d6 OGL" kicking about that might give you what you need. It's on the Mongoose forum here: viewtopic.php?t=36922 hope that helps.
Excellent, should be a great help in doing my Triplanetary Setting, Venus in this setting is inhabited by low tech inhabitants, the planet Mars also has a lot of sword swingers, interspersed with ancient technology, flying ships etc a few ray guns, but not enough to make much of a difference in a largely medieval world.
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Re: D&D 3E to MG Traveller Conversions

Postby Reynard » Thu Oct 23, 2014 2:21 pm

I think vargrs would shoot gnolls then shoot the person who insulted them for comparing them to a gnoll.

Gnolls, however, would make an interesting opponent race especially if they have a fervent religious fanaticism to go out and attack other space faring races.
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Re: D&D 3E to MG Traveller Conversions

Postby Infojunky » Thu Oct 23, 2014 6:07 pm

Reynard wrote:
Gnolls, however, would make an interesting opponent race especially if they have a fervent religious fanaticism to go out and attack other space faring races.
Space going Evangelicals? I could see that....
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Re: D&D 3E to MG Traveller Conversions

Postby Reynard » Thu Oct 23, 2014 7:35 pm

Evangelical would be the farthest word to describe a gnoll. They aren't converting, they're eating and destroying and enslaving! They worship a demon god, the Beast of Butchery and the Ruler of Ruin. I could see the gnolls spacefaring background akin to kzinti, another violent race who treat everyone else as prey and slaves. The kzinti enslaved a spacefaring race which gave them a path to the stars. I could see gnolls doing that too when they realize there are others out there and they can spread themselves in service to Yeenoghu, slaughter on a galactic scale. They don't attack to conquer, they attack to spread death and chaos. The only reason they stay on any world is for more resources, slaves, food in preparation for future attacks on more worlds and building a colony to breed and spread.

Treat them with bonuses to Strength, Dexterity and Endurance then weak Intelligence, lousy education and abysmal Social. They run ships with slave crews kept in line with fear. They love guns and melee weapons. They are accompanied by large chaser creatures which may be a far related species.
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Re: D&D 3E to MG Traveller Conversions

Postby Lord High Munchkin » Fri Oct 24, 2014 8:44 am

Have you come across 'Flynn's Guide to Alien Creation'? http://rpg.drivethrustuff.com/product/7 ... ?term=flyn

It's pretty much a D&D3 to Traveller conversion method (please note not a direct conversion, but based upon D&D3 type feats and racial factors). It is however the best alien creation system out there for Traveller.
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Re: D&D 3E to MG Traveller Conversions

Postby Lord High Munchkin » Fri Oct 24, 2014 8:47 am

There is a 'Flnn's Guide to Magic in Traveller' too.
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Re: D&D 3E to MG Traveller Conversions

Postby Reynard » Fri Oct 24, 2014 12:11 pm

We have elves and dwarves covered in Traveller. Time for a subrace of a half sized humans. Isolated on their world over the Long Night, something in the environment caused the population's future generations to be born smaller and smaller until it finally stabilize as proportional miniatures of normal sized humans. They blend technology with a pastoral life for a very comfortable existence. Electric lights look organic and part of the simple décor while a factory would fit in with one from the early Industrial Era but with transparent modern features. Even their electric vehicles look like, literally, horseless carriages.

Life is slow and even after renewing contact with other humans, they take their time adapting to a resurgence of the influx of knowledge. Some get the urge to seek adventure but most of the population just want things as they are.
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Re: D&D 3E to MG Traveller Conversions

Postby Tom Kalbfus » Fri Oct 24, 2014 12:30 pm

Reynard wrote:We have elves and dwarves covered in Traveller. Time for a subrace of a half sized humans. Isolated on their world over the Long Night, something in the environment caused the population's future generations to be born smaller and smaller until it finally stabilize as proportional miniatures of normal sized humans. They blend technology with a pastoral life for a very comfortable existence. Electric lights look organic and part of the simple décor while a factory would fit in with one from the early Industrial Era but with transparent modern features. Even their electric vehicles look like, literally, horseless carriages.

Life is slow and even after renewing contact with other humans, they take their time adapting to a resurgence of the influx of knowledge. Some get the urge to seek adventure but most of the population just want things as they are.
I wonder what a halfling scout/courier would look like?. If 100 tons is the minimum size, then a halfling Scout/courier could have 8 to 16 halfling sized staterooms. Or what if we allowed standard starship's scaled to a halfling?

I am also thinking of converting D&D classes to Traveller Careers, and use those to replace the generic "Barbarian" for primitive worlds. If there were cleric which could cast healing spells, call it psionics if you want, that would be a game changer. Of course there would have to be actual gods if there were clerics that could cast healing spells Druids would be much the same One might want to make Traveller Gods planet specific, that is the cleric must be on the planet in which the God resides in order to cast cleric spells. Wizards and sorcerers don't add that much which couldn't be replicated with technology. A Fireball spell isn't worth that much Psions could teleport.
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Re: D&D 3E to MG Traveller Conversions

Postby Reynard » Fri Oct 24, 2014 2:20 pm

In Traveller, a cleric is a person with Medic and Diplomacy with a veneer of a particular belief system as background. I believe there was an article in JTAS about religion and a cleric career in Traveller.
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Re: D&D 3E to MG Traveller Conversions

Postby Lord High Munchkin » Fri Oct 24, 2014 9:31 pm

...And another Traveller magic system is of course 'Netherell' by  Terra-Sol Games.
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Re: D&D 3E to MG Traveller Conversions

Postby Tom Kalbfus » Sat Oct 25, 2014 6:37 am

Reynard wrote:In Traveller, a cleric is a person with Medic and Diplomacy with a veneer of a particular belief system as background. I believe there was an article in JTAS about religion and a cleric career in Traveller.
Doesn't simulate combat healing very well!
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Re: D&D 3E to MG Traveller Conversions

Postby Reynard » Sat Oct 25, 2014 10:56 am

It simulates a support person in a party that focuses on keeping everyone alive and healthy which is what a D&D cleric pretty much does but with a magic coating. I figure that's what we're doing here, describe classes, races and 'monsters' in Traveller term keeping the science edge.

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