Hello everyone!
Traveller's always been one of those RPG's I've wanted to try, and boy what an RPG it is! I've just read through my copy of the rulebook and it's abolutely ace!
However, as I was reading through the combat rules something was nagging me, something didn't feel quite right. Then I pinned it down, the initiative system was all wrong!
My memory clearly told me that I'd read the combat system in one of the previews, and that it used a cool 1d6 initiative counter that you altered depending on actions during rounds. But after looking through the various preview PDF's again it seemed like I was wrong... until i found a link to an old Playtest Doc that indeed uses this system!
What happened to the combat system in the playtest? Was it scrapped because it didn't work well enough? It seems like having a d6 counter per character is a much simpler and more elegant solution than having to keep track of the initiative manually. I would imagine that the shorter rounds and simpler turn structure (i.e. no multiple minor actions during one turn) would be faster and more exiting than the system in the core rule book as well.
Is this something you guys have picked up on? Is there anyone actually using this system? Is it a legacy from some previous version of Traveller?
Traveller's always been one of those RPG's I've wanted to try, and boy what an RPG it is! I've just read through my copy of the rulebook and it's abolutely ace!
However, as I was reading through the combat rules something was nagging me, something didn't feel quite right. Then I pinned it down, the initiative system was all wrong!
My memory clearly told me that I'd read the combat system in one of the previews, and that it used a cool 1d6 initiative counter that you altered depending on actions during rounds. But after looking through the various preview PDF's again it seemed like I was wrong... until i found a link to an old Playtest Doc that indeed uses this system!
What happened to the combat system in the playtest? Was it scrapped because it didn't work well enough? It seems like having a d6 counter per character is a much simpler and more elegant solution than having to keep track of the initiative manually. I would imagine that the shorter rounds and simpler turn structure (i.e. no multiple minor actions during one turn) would be faster and more exiting than the system in the core rule book as well.
Is this something you guys have picked up on? Is there anyone actually using this system? Is it a legacy from some previous version of Traveller?