D&D 3E to MG Traveller Conversions

It's not like (I hope) people are trying to create D&D races for Traveller for actual commercial use. This is an exercise in imaginative design. IF people are really desperate for D&D in space, there's always Dragonstar http://en.wikipedia.org/wiki/Dragonstar I seriously doubt casual recreation for mostly personal use is a major breach of copyright.
 
No, it just looks like we were talking about 2 different things. I thought that trying to put forward some ideas for a low tech/fantasy offshoot book might be quite good to look at.
 
Tom Kalbfus said:
Jame Rowe said:
Rick said:
Ah, now. I am not opposed to having fantasy in Traveller - a low tech supplement with some form of fantasy races or society might be rather good. However, I don't think that copying across any fantasy RPG into Traveller is the answer; perhaps go back to the source material for Sidhe, Alfar, Nibelungen, Trolls, etc.

What I plan to try (when I get time) is to figure out the stat modifications for certain races, e.g. elves get +2 dex, -1 str and con and are a bit more likely to have "arcane," i.e. psionic or magic, abilities, while orcs get +2 str and con, 2d4+1 Int and 2d4 Soc.

More as a way of having "standard fantasy" races that a GM could include or leave out as desired. A troll would be difficult as it's more physically powerful and therefore should be allowed with a bunch of restrictions.

I'd want to write up the racial stats, but again, it's for the GMs who want to include such a thing.

What about ogres? What about Pixies? What about illithids (mind flayers)? What about the Drow? Could they fit in? I think the Drow could live on a planet orbiting closely to a red dwarf. The planet is tidally locked of course, but the day side is too hot, so the Drow live on the night side where it is cooler. Alternatively Drow could live on a planet that orbits a brown dwarf that radiates primarily in the infrared.
 
Oooh! So a new book like the Wild West and the Pirate ones. Yeah, go reeeal generic and make up things that don't look like something Hasbro has patents on! Go through mythology and fairy tales for ideas. Elves and dwarves are very generic as long as you make then somewhat NOT solely based the D&D template. The building of a magic system could be a real piece of work so good luck!
 
Reynard said:
Oooh! So a new book like the Wild West and the Pirate ones. Yeah, go reeeal generic and make up things that don't look like something Hasbro has patents on! Go through mythology and fairy tales for ideas. Elves and dwarves are very generic as long as you make then somewhat NOT solely based the D&D template. The building of a magic system could be a real piece of work so good luck!
Traveller already has a magic system called "Psionics". The main difference between D&D magic and Traveller Psionics is the later doesn't require verbal or somatic components, one can use a psionic talent with ones hands tied up and with one's mouth gaged, this sort of thing would stop a D&D wizard from casting a spell, but not someone using a psionic talent, all he has to do is think about it and use mental concentration to make it happen. So if we were to make a D&Dish sort of planet in the Traveller setting, we'd have it depend on Psionics to fulfill the role magic would have in an actual D&D Setting. So instead of elves having magic, they would have psionics instead, much like the Zodani, except they would have much longer lifespans and pointed ears Some ancient dragons would also have psionic abilities as well, plus their breath weapon. The breath weapons of dragons include, fire, frost, acid, poison gas, and lightning, all of these could have scientific explanations. A fire breathing dragon would have a built in flame thrower, a frost breathing dragon would have a built in freezer, acid could be stomach acid, A dragon could exhale chlorine as a poison gas, as for lightning, such a dragon would have built in capacitors and it would build up an electric charge in them and suddenly release them. There are real world physics ways of doing each of these things, getting a large flying lizard to do them would be the tricky thing of course.
 
D&D already has psionics. You need to create a magic system if you want to differentiate.

You all do realize Mongoose already has a fantasy RPG - Legend - so I don't think there's a need for them to reinvent the wheel.
 
Reynard said:
Oooh! So a new book like the Wild West and the Pirate ones. Yeah, go reeeal generic and make up things that don't look like something Hasbro has patents on! Go through mythology and fairy tales for ideas. Elves and dwarves are very generic as long as you make then somewhat NOT solely based the D&D template. The building of a magic system could be a real piece of work so good luck!

Someone made a Magic In Traveller supplement already. It's by Samardan Press.
 
Reynard said:
D&D already has psionics. You need to create a magic system if you want to differentiate.

You all do realize Mongoose already has a fantasy RPG - Legend - so I don't think there's a need for them to reinvent the wheel.
How compatible is Legend to Traveller, or is it "Apples and Oranges"? If you want fantasy characters to interact with Traveller characters, they have to use the same system, the same ability scores and role the same dice for skill checks and to hit and miss.
 
You're either creating fantasy elements for Traveller or you play the company's fantasy RPG. Making a second FRPG just to use the Traveller engine is redundant and not really a selling point. That's why I though this thread was an exercise for converting fantasy beings to equivalents in a scifi setting.
 
I was hoping for TL 1-2 societies, as well as fantasy creatures/races within the Traveller rules. I see no reason to add a magic system when you can use the psionic abilities; perhaps with a few additions, but essentially the same. Mythic ideas on magic mentioned spells using 'gesture, word or thought', with spells by thought being the highest form of wizardry and spells by gesture or word probably only for those wizards that probably couldn't read their own spell-books without moving their lips! Essentially, a resource book similar to 'Cowboys vs. Xenomorphs' would be ideal.
 
Well...you don't even have to create one whole cloth
Many of the elements are in place for a fantasy game conversion of the d20SRD to use the Traveller rule system. The pieces are all in place. All Traveller Compatible Books...

d20 Charisma: Judge Dredd has the Influence Attribute which acts like d20 Charisma.

Creature special abilities are just alien traits. Flynn's Guide To Alien Creation one of the Samardan Press books. Many of the alien traits there even use the d20SRD names (like Stonecunning and Stalwart Movement).

Fantasy style careers are in Netherell and Flynn's Guide to Magic in Traveller along with magic systems.

Take a look at the "Special Techniques" as found in the Judge Dredd and Strontium Dog books. Look like Feats to me...
 
The real issue is what effect one is trying to achieve. In my conversion, game balance be damned. Traveller does not have game balance like challenge ratings or levels so...

My converted Great Wym Red Dragon has like
Str 30 Dex 7 End 20 Int 18 Edu 17 Inf 17
Natural armor 29 (scales) (yes, I have gone thru this before) and Melee (natural weapons) 16. So when it hits on an average roll of 7 it rolled a 31 (+StrDM 8 + Skill 16), it hits with its 3d6 claws as 3d6+23 (Effect don't you know).

Sounds right to me...
 
Yup - it simply cannot be a straight swap across from 1 Rpg to Traveller; take D&D, for example; the more levels you advance, the tougher you get and the harder you hit - so you would probably need a party to be around lvl 14 to take on a mature Dragon. Because Traveller doesn't work like that, you'd have to work out some sort of sliding scale/comparative system rather than a standard formula.
 
Reynard said:
You're either creating fantasy elements for Traveller or you play the company's fantasy RPG. Making a second FRPG just to use the Traveller engine is redundant and not really a selling point. That's why I though this thread was an exercise for converting fantasy beings to equivalents in a scifi setting.
You haven't answered the question, is it possible for a Legends character to fight a Traveller character without altering the rules for either one, or are they mutually incompatible? So you don't even want to think of how to make fantasy characters compatible with Traveller? Then this thread is not for you, but other people are interested.
 
Nathan Brazil said:
The real issue is what effect one is trying to achieve. In my conversion, game balance be damned. Traveller does not have game balance like challenge ratings or levels so...

My converted Great Wym Red Dragon has like
Str 30 Dex 7 End 20 Int 18 Edu 17 Inf 17
Natural armor 29 (scales) (yes, I have gone thru this before) and Melee (natural weapons) 16. So when it hits on an average roll of 7 it rolled a 31 (+StrDM 8 + Skill 16), it hits with its 3d6 claws as 3d6+23 (Effect don't you know).

Sounds right to me...

What is the Inf characteristic? Dragons are intelligent creatures, shouldn't they have a Soc, since they can talk and reason intelligently just like a human could?
 
Rick said:
Yup - it simply cannot be a straight swap across from 1 Rpg to Traveller; take D&D, for example; the more levels you advance, the tougher you get and the harder you hit - so you would probably need a party to be around lvl 14 to take on a mature Dragon. Because Traveller doesn't work like that, you'd have to work out some sort of sliding scale/comparative system rather than a standard formula.
Well there is something you could do to make it translate. Ever hear of the author M.C. Planck? He wrote a book recently called Sword of the Bright Lady, in it is basically a D&D world that a modern character from our own world finds himself in. This world has a number of interesting properties.

It is a shell world in a globular cluster with no moons.
It is the size of Saturn.
There are walls of "Adamantite" seperating the poles, and 1000 miles beneath the surface is an Adamantite shell, its called the World of Prime, as in Prime Material Plane, but in his world the planes are physical places, not higher dimensions, the inner planes Fire, Earth, Air, and Water are contained within the World of Prime itself.

For instance the World of Prime is about the size of Saturn, or roughly ten times the diameter of the Earth, for argument's sake lets say this is 80,000 miles in diameter or 128,000 km, since it is fantasy, we use the American Customary system of miles. So there are 1000 miles of dirt, rock, and magma which ends abruptly in an Adamatite shell 1000 miles below this surface, this shell would therefore be 78,000 miles in diameter, under this is 1000 miles of air, underneath a false sky of stars, this is the "plane of air" since the world is so large it seems flat to the inhabitants, so they call these layers "planes". After descending 1000 miles through the plane of air, you hit another adamantite shell containing the elemental "plane" of Water the shell containing this is 76,000 miles in diameter, at the bottom of the "plane" of Water is another Adamatite shell, this one is 74,000 miles in diameter. Inside this shell is the "plane" of Earth, this one is mostly rock and soil with endless tunnels carved out of it, descent though this another 1000 miles to reach another adamatite shell, this one is 72,000 miles in diameter and inside this is, you guessed it, the elemental "plane" of fire. The plane of fire is 1000 miles thick and underneath this is another adamatite shell 70,000 miles in diameter, contained within is the "plane" of Tael, this is the core of the planet Tael in M.C. Planck's World of Prime is the physical manifestation of experience points. When you kill an intelligent creature, it has a certain amount of Tael which can be boiled out of its brain, when one choses to consume this tael, one gains experience points, and enough of this tael will advance you a level, basically a level is a shield of hit points, that one must hack through before doing real damage to your body. It is easy to simulate this in Traveller.

Lets say the World of Prime existed in the Traveller Universe, it obviously is an artificial world built by super advanced aliens called "Gods" by the local inhabitants, the gods of "light", the good guys live under a 1000 mile high dome covering the North Pole of Prime, the Gods of "Dark" the evil ones, live under a 1000 mile high dome covering the South Pole. The Planet Prime under Traveller assumptions would have a mass a little over that of Saturn, about 100 Earth Masses to be precise, it has an Earth like atmosphere and is populated by humans, elves, dwarves, halfiings, gnomes, and half-elves, and other races known as Monsters among them orc, hobgoblins, trolls, ogres, giants etc. A space ship from Traveller can orbit this planet, it strangely has no moons, no rings, and is obviously artificial because it has a solid surface, as most planets this big are gas giants. Magic is operative at the planet's surface, and no matter where one stands on the surface, the Sun appears to rise to its zeneth and set, their is no latitude, the illumination of the planet is "magical" a result of technology beyond common understanding, their are regions of arctic cold and regions of tropical warmth distributed all over the planet in patches with no rhyme or reason, with temperate zones in between. The is no latitude on Prime, that is climate has nothing to do with the distance to the poles. the entire surface of the planet sees the Sun rise at once and experiences day, followed by a planet wide night. A Sun and a "black hole" orbit this planet, both objects are the result of Magic or sufficiently advanced technology. The planet is visible light years away.

The amount of Tael needed to advance to 2nd level is 2048, to 3rd its 4096 and it keeps on doubling with each level, it becomes dificult to advance beyond 10th, as one needs to kill a lot of things to achieve sufficient Tael for this, the Amount of Tael for killing something is 1/16th that of the tael needed to gain that level. Levels come with hit points and additional skill points. This can be simulated with Traveller. You can always add hit points to Traveller and damage comes out of hit points before it is deducted from physical characteristic scores. A slight modification to the Traveller RPG system I think.
 
"You haven't answered the question, is it possible for a Legends character to fight a Traveller character "

I was referring to the idea people on this thread want to create a Mongoose Traveller fantasy game but Mongoose already has Legends. There is no way or reason to repeat themselves. That's why I consider this thread just a what if.
 
Reynard said:
"You haven't answered the question, is it possible for a Legends character to fight a Traveller character "

I was referring to the idea people on this thread want to create a Mongoose Traveller fantasy game but Mongoose already has Legends. There is no way or reason to repeat themselves. That's why I consider this thread just a what if.
Not a whole game, but a specific area in the Traveller Universe where "Magic" is operative. "Magic" being Clarke-Tech after all.

I think having a super-mundane planet in the Traveller Universe may be the way to go with this. The planet is an artificial construct built by powerful aliens that consider themselves gods, and the humans and other beings on that planet worship them as such, some in exchange for magical abilities.

A Traveller hit point per level chart, the extra hit points are only in effect while the character is on the planet or within 1600 km of its surface, the planet being 128,000 km in diameter, has the mass of 100 Earths and the gravity equal to Earth on its surface. I'd say skip the sun part, it orbits around a normal Sun, once every 400 days, the planet rotates once every 24 hours and has no moons.

Level/CR ------ Mass kg ------ Total Tael ------ Reward ------ hit points (Animals don't get hp)
1/8 ------------- 0.12 kg ------- 128 xp ---------- 8 xp ----------- 0
1/4 ------------- 1 kg ---------- 256 xp --------- 16 xp ---------- 0
1/2 ------------- 12 kg ------------ 512 xp --------- 32 xp ---------- 0
1 ---------- 100 kg or 1st lvl ---- 1,024 xp ------- 64 xp ---------- 0
2 ----------200 kg or 2nd lvl ---- 2,048 xp ------- 128 xp -------- 1d6
3 --------- 400 kg or 3rd lvl ---- 4,096 xp ------- 256 xp -------- 2d6
4 --------- 800 kg or 4th lvl ---- 8,192 xp ------- 512 xp -------- 3d6
5 ------- 1,600 kg or 5th lvl ---- 16,384 xp ----- 1,024 xp ------ 4d6
6 ------- 3,200 kg or 6th lvl ---- 32,768 xp ----- 2,048 xp ------ 5d6
7 ------- 6,400 kg or 7th lvl ---- 65,536 xp ----- 4,096 xp ------ 6d6
8 ------12,800 kg or 8th lvl --- 131,072 xp ----- 8,192 xp ------ 7d6
9 ----- 25,600 kg or 9th lvl --- 263,144 xp ---- 16,384 xp ------ 8d6
10 --- 51,200 kg or 10th lvl -- 524,288 xp ---- 32,768 xp ------ 9d6

So hit points are basically an invisible shield surrounding each character with a level greater than 1 Damage received is subtracted from the hit point pool first and when hit points run out, damage is taken normally per Traveller rules after that. Now in Traveller large animals are harder to kill. killing a 200 kg animal produces 128 xp of Tael, but so does killing a 2nd level character or 2 first level characters. The first column of xp only applies to leveled characters. likewise 2nd level characters don't automatically mass 200 kg and so on. When a character gains in level, he doesn't gain in size, he just becomes harder to kill with more hit points, an animal of equivalent difficulty would have the listed mass in the first column instead of the level, it is harder to kill simply due to its size.

As for the rest of the cosmology
the Fantasy planet is hollow, I'd cut a 1,600 km wide hole in the North and South poles, the hole is 1,600 km deep, the elemental "planes" are as follows in my version. The "plane" of Earth, is simply the 1600 km deep crust, an artificial shell of some nearly indestructable material holds up the Crust against the force of gravity, keeping the planet hollow, walls surround the holes in the poles and buttress the crust to prevent it from falling through. One can of course climb to the top of the wall and jump or lower oneself down through these polar holes in the artificial planet. Looking down the hole, one can see the inner Sun, which is the plane of fire, and also the positive energy plane, the two are one and the same in the technological clarke tech version of this planet.

On the inside of the planet's shell repulsive gravity is generated by a lump of insubstantial exotic matter reverses the force of gravity on the inside. An ocean covers the inside of the shell, that is the plane of water, on top of that water is the inner atmosphere, that is the plane of air, and the mini Sun in the center of the hollow planet is the plane of fire as I already mentioned, the negative energy plane is that exotic matter with the repulsive gravity.
 
Tom. I do really like your posts - they are very funny and wildly inventive, and usually well worth reading. But - Traveller style fantasy please; no artificial levels or xp, no tael, no trying to shoehorn D&D mechanics into Traveller!
Now - the positives. D&D is a bit too artificial in a lot of ways - I like the idea of using the Traveller system as it forces players to work together to defeat a big bad, because, even in battledress, chances are 1 guy isn't going to take out a Dragon very easily. What this means is, that in game terms, a lot of the nastier D&D creatures will have to be reduced in power before being translated into Traveller stats, hence my post about using a sliding scale.
 
Rick said:
Tom. I do really like your posts - they are very funny and wildly inventive, and usually well worth reading. But - Traveller style fantasy please; no artificial levels or xp, no tael, no trying to shoehorn D&D mechanics into Traveller!
Now - the positives. D&D is a bit too artificial in a lot of ways - I like the idea of using the Traveller system as it forces players to work together to defeat a big bad, because, even in battledress, chances are 1 guy isn't going to take out a Dragon very easily. What this means is, that in game terms, a lot of the nastier D&D creatures will have to be reduced in power before being translated into Traveller stats, hence my post about using a sliding scale.
Couldn't you kill a D&D Style Ancient Red Dragon with a Starship weapon?

With Traveller, what you have is more important than who you are.
 
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