ERRATA - It Begins!

Some of the ship computers seem to be loaded with programs too advanced for them to run (computer/1 with auto repair/2).

For the higher-TL laser pistol power pack, should it be 3500cr, instead of 350cr?
 
The ship shares issue really needs clarification, as without that we can't really tell whether the trade rules work proper like.

While 1% seems more likely given the explanatory text both there and under the 'old ships' section, 1% per ship share seems a piffling amount for PC's.

A handful of ship shares are barely better than none for a bunch of players.

This could be mitigated by using the 'old ships' rules, but, it states that the maximum 'bonus' shares for taking an older vessel is 10. 10? So basically, a 60 year old vessel costs only 10% less than a new one?? Shouldn't it be more like 50?

Another thing about old ships. The tables basically look like they've not been finished - most of the slots are empty, and 'good' results are as likely as 'bad' ones. Given that this is to generate the accumulated quirks of an older ship it seems odd you could spend slightly lessbut get a souped up one??

These are good ideas and additions to the game, but it needs to be actually finished in the published product, rather than patently incomplete.
 
It is supposed to be 1%.

Ship Shares are fine as an incentive to get players to buy into a ship - with trade on top of Traveller missions payment on loans for most ships is doable. (Had a session this weekend where the players had great fun from mostly trading whilst getting from A to B as a mission objective).

There are supposed to be blanks in the table, although I would personally have liked an additional problem entry or two for the non-military ship types. (But I am known as EVIL DM (or even EVIL REFEREE)).
 
Couldn"t the blanks be filled in by the GM? I'm sure the game masters can come up with a few good/ bad things that the writers could not. Maybe a new forum could be opened just for this section. Title it "What is wrong with this ship?" After enough ideas have been accumulated a table can be put together and posted as a sticky post for people to use. I think that sounds like a great idea.
 
dafrca said:
Mongoose Acolyte said:
It is supposed to be 1%.

Thanks, this made more sense to me then the 10% value listed in the one chart, but it is nice to know for sure. :D

Daniel
I am watching this thread closely for any errors in the book - give it a few more weeks then an errata pdf will be put up - but we want to make sure everyting possible is covered.
 
Well indeed, I'm quite happy to modify and elaborate on stuff as a GM. Career and Life Events are a good example. I'd already had something similar as a CT house rule, but now the concept is part of canon. That's cool, and rounds off the chargen process. But you can run chargen as is out of the box. Customisation is up to the ref.

With the quirks table isn't possible to run 'out of the box'. The ref has to add stuff before that mechanic can be used. I'm happy to pencil in my own options, but less experienced or sci-fi savvy refs could do with a few more pointers.

My bigger beef is that the 'shares rebate' for buying an older ship is capped at 10. Since the rebate is 1d6 shares per 10 years, then on average you get no extra benefit, cost wise, for a 30 year old ship than for a 40, 50, 60 etc year old vessel. In fact a cap is unnecessary. Even if you only roll 6's, the vessel would need to be 170 years old to be 'free'. With 17 quirks it would probably be a wreck anyway. On average a vessel would need to be 300 years old to come gratis, with 30 quirks. Vessels that flaky deserve to be cheap, given the fact that they'd probably fail all and any safety inspections.

I'm sure a 40 year old Jumbo jet is more that 10% less to lease than a brand new one...

Given the certain road to bankruptcy that previous versions of the Traveller trade rules have presented this is something that can be made right by using the older ship rules.

My rationale would be that a Type A should be able to garner a little profit after costs as long as it's holds are full of standard cargo, and so any passengers become pure profit, and that a Type A2 should break even with full holds and passengers, requiring some speculative trade to truly make money.

If it's harder than this then it's inconceivable it would be possible to get a mortgage for a tramp freighter in the OTU. No bank would invest in a business certain to make a loss and foreclose. Only the big boys would be able to trade. Only PC crews have the time and inclination to carry out extra jobs to pay the rent and any toys. And these 'none-standard jobs' need to pay exceptionally well to keep even the smallest of vessels in operation. In the 10's and 100's of thousands per week kind of range. That's big money for your average patron encounter.

Even being able to make a small profit with full holds does not discourage Traveller style semi-legal adventuring, as it's pretty damn hard to get full holds, and a ref can easily alter the economic climate to get those pc's out there causing trouble. It would be nice if the trading 'mini-game' finally had another possible outcome than going out of business.
 
Mongoose Acolyte said:
It is supposed to be 1%.

Ship Shares are fine as an incentive to get players to buy into a ship - with trade on top of Traveller missions payment on loans for most ships is doable. (Had a session this weekend where the players had great fun from mostly trading whilst getting from A to B as a mission objective).

The thing that doesn't makes sense is making it a percentage rather a simple value.
For example if you get "Free Trader" as a benefit then you can either get 5 share of a Free Trader which is worth 1,828,350 credits or 2 shares of a Mercenary Cruiser which is worth 8,668,800 credits. Thus you get more from a more powerful ship.
Compared that to the playtest material which equated 1 share to 1 megacredit. The players should shop for their ship and have a goal of getting a better ship.
 
EricPaq said:
Mongoose Acolyte said:
...The players should shop for their ship and have a goal of getting a better ship.

Ah, but define "better" :wink:

Sure those shares in the Free-Trader are not worth as much, but you will be able to actually make money and eventually own the ship.

If you take the same shares and put them towards that Cruiser you're going to have a heck of time making the much higher payments and finding steady work as a Mercenary to pay for it. Not to mention the repairs. You'll probably end up losing the ship or simply being a paid wage merc for life.

If I were running the game...

...maybe.

I do agree a flat rate might make more sense.
 
I agree a flat rate would make sense, but the way I see it these shares are like the US Postal Service's Forever Stamps. They have no assigned value until they are used. Once used then we know what their value is for sure.

a share is a 1% of an unknown when it is given to me. Once I use it then we know what it was worth. Because of this, I could sit on my shares and wait for the opertune moment to use them. Maybe negotiate for additional value at that time.

Just a thought.

Daniel
 
far-trader said:
Sure those shares in the Free-Trader are not worth as much, but you will be able to actually make money and eventually own the ship.

If you take the same shares and put them towards that Cruiser you're going to have a heck of time making the much higher payments and finding steady work as a Mercenary to pay for it. Not to mention the repairs. You'll probably end up losing the ship or simply being a paid wage merc for life.

I would assume that most GMs allowing the PCs to start with a combat-oriented ship with limited capacity for profit through trade will enable them to make sufficient money through means other than trade.

When I presented ship options to my group (using 1 share = MCr1, btw), I pointed out that the type of ship they select would effect the style of the game and the avenues for profit that were available to them.
 
SableWyvern said:
I would assume that most GMs allowing the PCs to start with a combat-oriented ship with limited capacity for profit through trade will enable them to make sufficient money through means other than trade.

Certainly. With the caveat that the PCs are applying their ship shares to an appropriate ship.

Merchant characters using Merchant ship shares to get a Merc Cruiser are not likely to have the contacts or licenses needed to go a fighting, and the Merc Cruiser makes a poor trader.

Likewise a bunch of ex-military types using their military ship shares to get a Free-Trader are unlikely to have clue one about how to make money in business and will find the Trader a poor choice for a fighting ship.

Now then a mixed group might be able to pick one or the other type of ship and play both roles to better or poorer effect, or find a ship that does both just passably.

But (and I apologize) we should probably take the "discussion" to another thread and leave the "errata" thread less cluttered by sidebars :)

Maybe a mod can move the off-topic posts to a new thread?
 
The Far Trader design has 10 staterooms. The corresponding deck plan has only 8 staterooms.

For both the Free Trader and the Far Trader, the spacecraft description does not state the normal crew complement.
 
Grrr, I don't have enough time to look at the book and so that Hiver is beating me.

I also know there is a sentence starting with a lowercase "t" somewhere in there, but I've lost it :roll:
 
Stainless said:
I also know there is a sentence starting with a lowercase "t" somewhere in there, but I've lost it :roll:

And now it will become a race to see who finds it first. :wink:

Ready, set, go! :lol:

Daniel
 
Klaus Kipling said:
Another thing about old ships. The tables basically look like they've not been finished - most of the slots are empty, and 'good' results are as likely as 'bad' ones. Given that this is to generate the accumulated quirks of an older ship it seems odd you could spend slightly lessbut get a souped up one?? .

If you're talking about the Old Ships tables on p. 136, none of the slots are empty - slots 6-10 just look that way at first glance due to the layout as they mean the same for all three ship types. And they're all pretty bad.

Edit: Oh, and there's only an 8/36 probability you'll get a good result and a 28/36 you'll get a bad one with each roll. :)
 
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