Hi, I've become interested in Traveller rules recently - especially as it's soon getting B5 supplement. I had a chance get a glimpse of the rules, and while I like some aspects of the rules, there's some that felt strange.
For example, dynamic initiative - I think that temporary modifiers are worse than permanently moving initiative down. Autofire also felt a bit strange, as well as some other things. Damage dropping physical abilities wasn't my favourite either, and for simplicity's sake, I'd also like to tie abilities straight to skills.
How do you think of the rules? Do you use much house rules? I tried to find some kind of combat example of the system from the web but didn't find any - such always give some insight to the system.
I've been toying around an idea of building a simple combat system of my own around (Mongoose) traveller. One thing that always comes to my mind when thinking of scifi games is old PC game UFO - enemy unknown, I really liked reactions -aspect in it and would like to mimic them in rules.
If I get to this route, I'm torn between if I should use action points a'la UFO (although a bit more standardized, no great difference in them) or predefined actions. Also, using reactions (for avoiding attacks or making them) is a big question mark - do you have to reserve an action for them or do they just push back your initiative, possibly giving penalties.
I've tried to create rpg rules many times and the plans have always crumbled to dust; I think Traveller -material would be a great basis for new rules, and would allow concentrating only on selected mechanics.
I'd love to get some comments about those ideas and your thoughts about need of changes to the system in genenral - and how you think the combat is doing right now. Btw, do other books bring new rules to the combat?
For example, dynamic initiative - I think that temporary modifiers are worse than permanently moving initiative down. Autofire also felt a bit strange, as well as some other things. Damage dropping physical abilities wasn't my favourite either, and for simplicity's sake, I'd also like to tie abilities straight to skills.
How do you think of the rules? Do you use much house rules? I tried to find some kind of combat example of the system from the web but didn't find any - such always give some insight to the system.
I've been toying around an idea of building a simple combat system of my own around (Mongoose) traveller. One thing that always comes to my mind when thinking of scifi games is old PC game UFO - enemy unknown, I really liked reactions -aspect in it and would like to mimic them in rules.
If I get to this route, I'm torn between if I should use action points a'la UFO (although a bit more standardized, no great difference in them) or predefined actions. Also, using reactions (for avoiding attacks or making them) is a big question mark - do you have to reserve an action for them or do they just push back your initiative, possibly giving penalties.
I've tried to create rpg rules many times and the plans have always crumbled to dust; I think Traveller -material would be a great basis for new rules, and would allow concentrating only on selected mechanics.
I'd love to get some comments about those ideas and your thoughts about need of changes to the system in genenral - and how you think the combat is doing right now. Btw, do other books bring new rules to the combat?