Modified Jump Drives

MasterGwydion

Emperor Mongoose
So, I changed the way I handle the Customizing Ships section of HG. I still run it how it is in the book, but I added another way to get Advantages without increasing the TL, just add Disadvantages on a 1 for 1 trade. This allows more customization between ships without complicating the rules or unbalancing the game. What do you guys think of this solution?
 
So, I changed the way I handle the Customizing Ships section of HG. I still run it how it is in the book, but I added another way to get Advantages without increasing the TL, just add Disadvantages on a 1 for 1 trade. This allows more customization between ships without complicating the rules or unbalancing the game. What do you guys think of this solution?
I like it.
 
I mean, you can still buy Advantages the normal way with increased cost and TL, but I always felt that Components of the same TLs should have some variation as well. Want a TL-12 J-3 Drive with Stealth Jump and no increased cost? Pick up 2 Disadvantages and enjoy your Stealth Jump.
 
I don't give a monkey's cod piece, it is my table, my setting (many of my own rules) and they have already said:

"Traveller Rule Zero is this: The rules in this
book, indeed in every Traveller book, provide
merely a framework. If any rules conflict with a
referee’s vision for their universe, even if that
universe is the official Charted Space setting, then
they must give way and be altered to fit."

"The rules in every Traveller book must be altered to fit"
 
I don't give a monkey's cod piece, it is my table, my setting (many of my own rules) and they have already said:

"Traveller Rule Zero is this: The rules in this
book, indeed in every Traveller book, provide
merely a framework. If any rules conflict with a
referee’s vision for their universe, even if that
universe is the official Charted Space setting, then
they must give way and be altered to fit."

"The rules in every Traveller book must be altered to fit"
Yeah. I just took Collectors out of MTU for just that reason. Collectors don't fit into Charted Space eventhough, the writers though otherwise. If Collectors exist and "exotic particles" can be stored, then almost no ships would need to carry jump fuel anymore. That basically destroys Charted Space as a setting as it has existed for decades.

Edit: Although as a thought exercise, I am re-envisioning Charted Space with zero jump fuel requirements. Basically J-5 vessels become the rule once you hit TL-14 as there is no longer a major penalty in loss of cargo capacity for having a high-jump ship. This would affect everyone though since particles could be sold to lower TL ships and civs as well.
 
Commercial Battle Tenders and Commercial Battle Riders would become the new Mega-freighters. Rifts would be a breeze to cross and never worry about fuel, except for your power plant. It would entirely rewrite the economic maps of Charted Space as well. (Trade Routes and such)
 
Commercial Battle Tenders and Commercial Battle Riders would become the new Mega-freighters. Rifts would be a breeze to cross and never worry about fuel, except for your power plant. It would entirely rewrite the economic maps of Charted Space as well. (Trade Routes and such)
Like I'm about to do by introducing the hop drive. Fun and chaos to come.
 
I don't give a monkey's cod piece, it is my table, my setting (many of my own rules) and they have already said:

"Traveller Rule Zero is this: The rules in this
book, indeed in every Traveller book, provide
merely a framework. If any rules conflict with a
referee’s vision for their universe, even if that
universe is the official Charted Space setting, then
they must give way and be altered to fit."

"The rules in every Traveller book must be altered to fit"
This, and this even if it wasn't explicitly printed. There are en-factorial ways to play Traveller, and they're all right. Even if your party wants to be murder hobos playing with Deeyandee rules.
 
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