Travellers Needed - Core Rulebook Reprint

Many of the things already listed, particularly an index.

I've never been a fan of glossy book covers.
Ideally, it would be great to have the entire 5 corebook line-up redone in the new layout style with new art. Also, the re-working all of the covers to something in the same vein as the Pirates of Drinax, Drinaxian Companion and Shadows of Sindal books, all in separate colors and with different emblems on each book. Those book covers look great. Having the corebooks available in a slipcase set, again like the Pirates of Drinax, that includes a large foldout map of the Third Imperium setting would be pretty sweet.
 
It's the Core Rulebook of Theseus. With all the rewrite suggestions, it sounds like the CRB could turn into a Third Edition after all.
 
Character Generation needs some clarification and the flowchart isnt good. The weapon art gets more than a few laughs. Some of the weapon stats/descriptions dont match TL descriptions. You can reload an antique firearm as fast as a magazine fed weapon.
 
Before listing comments on the CRB, I'd say that personally, I would really like to see the two "Aliens of Charted Space" volumes cleaned up. It looks like someone did a bit of editing on volume 1, but they're both still a bit rough, and I fear that they'll go to print like that. At the moment, to use them, a referee has to decide what to do about the broken parts. I'm going to bump the two topics about typos there.

In terms of the CRB:

1. The flowchart for character generation states that you only get to roll a skill on your second and subsequent terms in a career. This conflicts with the main text, and would be so punitive to character generation that the main text *must* be correct.

2. The radiation rules for starship combat are too harsh, and in an un-fun way. No ships have radiation shielding except for some huge battleships/cruisers. As the radiation rules stand, a hit or two with a particle accelerator will kill pretty much everyone on a ship. This is a bad idea because PCs with radiation weapons can too easily kill other ships ... but conversely if they run into ships with radiation weapons it will turn into a TPK very quickly. I would suggest only having radiation damage delivered when a crew critical is rolled.

3. Combat should include a rule for fire deviation for weapons that do burst damage.

4. The interpretation of armour is problematic in the case of partial coverage. Specifically, in the central supply catalogue, a combat arm can give a character +6 armour. Any munchkin worth their salt will buy two of these and be largely immune to small calibre rounds. While this can be addressed with optional hit location rules from the traveller companion, this seems undesirable, since one then starts wondering about coverage of the other armour types, which is often ambiguous (is a "body suit" something that covers the torso, or the whole body?). I'd suggest that the combat arms be toned down (maybe +1 armour at best). [I guess this is central supply catalogue rather than core rulebook, but it's an overall design issue, so I mention it here]

5. The sensor rules aren't terribly helpful. What mostly needs to be determined by them is: when two ships meet, can one of them avoid detection (initially)? If it can avoid detection initially, and it wants to pick a fight, how close can it get to the other ship before being detected? The current rules don't really help adjudicate this at all.

6. Large water vehicles can have a lot of hull points, resulting in them being practically impossible to sink without the use of spinal mounts. The vehicle critical rules should include rules for making a ship sink.

7. Critical hits to large starships become rather meaningless since losing one randomly chosen weapon doesn't matter much at that scale and taking 6D hull damage is neither here nor there. The former shortcoming could be tackled by letting the firer choose which weapon is hit. The latter could be dealt with by making the hull critical be a percentage of initial hull points. Note that this latter fix, if applied to vehicles, could also deal with point 6 above.

8. The rule for critical hits on starships is contradicted in High Guard (rounding down for severity of criticals instead of rounding up). This is a pretty major deviation. My current read of this is that you use the CRB rule for "small" starships (i.e. round up) and the High Guard rule for "large" starships (where "large" is bigger than 2000 tonnes), but that should be clarified.

Hope these help! :)
 
ajevans said:
Clarifications on Dogfighting would be hugely beneficial, as it stands they don't make a lot of sense.

Can you go into a little more detail on this please? Tell me where things are not clear?
 
An index would be quite helpful.

I echo the suggestion to remove the PC aliens pages completely - and then expand the Events tables for each career to add some variety to PC backgrounds. And I agree the character creation flowchart could be improved and probably reduced in size somewhat.

Sensors. They should be treated like weapons, with ranges and varying DMs inside and outside those ranges. Also a bit more crunch and practicality to the results rather than the current abstract results.

I still use the three damage scales from play testing way back when. Would love to see that implemented again as Personal :: Heavy Wpns/Vehicle/Smallcraft :: Ship/Large Vehicle Scale. I use x1 :: x5 :: x25 and it works great for us. No more fighters being as heavily armored as dreadnoughts.

Regarding space combat, a more granular turn structure based on range would be cool. We have been using Adj/Close = 10 sec, Short = 30 sec, Med = 1 min, Long = 3 min, VLong+ = 6 min. Had to adjust the Thrust to Change numbers a bit but it works well to ratchet up the tension as combatants get nearer to each other. We explain it is as computation times for firing solutions shortening as range closes. Admittedly haven’t tried this at the fleet level of things but we love it at the PC scale. Also ties quite nicely into Dogfighting (which needs some clarification and sharpening as well IMO).

The Trade rules are pretty fiddly and exploitable. They could use a little massaging.

Having said all this - thank you, Matt and Mongoose! You have really brought this game back to life and have made it better with every effort. Appreciate you!
 
Maybe some nice ancillary mission clues to get you thinking as you are reading, like those paperclipped ones in IISS Ship Files

That was such a good book. Those plans had a lot of character.
 
Typo? p.168 Far trader fuel tank entry in the table appears to contradict the fuel consumption info beneath the table.

Typo? p.191 "...and detailed on Page XX." It appears a placeholder never got replaced with the page reference.

Typo/inconsistent terminology? p.211 The example given for determining trade goods availabilty lists items not included in the table over the page, or at least it uses different names from the table. Eg "basic" instead of "common".

Lack of clarity p.208 There is a reference to a "mail table". There is no mail table. These is a list of mail DMs on the next page, but it is not in a table. (Also those DMs could definately use some clarification/simplification.)

Lack of detail/clarity p.207 Do the starport and population DMs apply to the origin, the destination, or both?

Lack of detail/clarity p.149 low passage revival medic check. No difficulty or duration stated. We can assume the standard diffculty or 8+ but there is no standard duration I am aware of. Regardless, would help to have both stated.

unclear terminology/notation "EDU+8" usually means roll a education characteristic check with a dificulty of 8. But sometimes it means that the education characteristic itself needs to be 8 or more. I've only noticed this during the character creation chapter, where it crops up several times. Maybe use EDU≥8 to disinguish?

The character sheet only has one space for each characteristic. Since these change with damage, it would be helpful to have a base value and current value field. Wouldn't take up too much space.

Each careers' event table item 7 has roll on the Life Events table. Since this is a shorter entry that the rest of the table there is space to include a page reference for the Life events table (p.44) which would be helpful.

Layout The character creation injuries table and rules and on p.47, it refers to a table below. This table isn't until 3 pages later on p.50. The injury/medical rules are seperated by a two-page spread of skills packages and art. It might be better if they weren't seperated.

personal perference The whole "1D" notation. I'm just too used to "1d6". I'm new to traveller, but am guessing this is carried through from the late 70s original, when polyhedral dice were less common.
 
MongooseMatt said:
ajevans said:
Clarifications on Dogfighting would be hugely beneficial, as it stands they don't make a lot of sense.

Can you go into a little more detail on this please? Tell me where things are not clear?

Sure. I think the biggest one is around timescale moving from 6 minutes to 6 seconds - how does that work when there are more than 2 ships fighting i.e. 2 are within 10km but others may be more than that distance - do they only get 1 turn every 60 rounds? It's also not clear how a ship suddenly has 60x the firing rate as soon as it's within 10km.

Another one is dogfighting seems assumes forward facing weapons, so jostling for position is a big thing. However most ships out there have turreted weapons negating that need, either way the +2/-2 DM persists regardless of front facing only or turreted. Add to that to the -6DM for ships over 100 tons, and it becomes practically impossible for the larger ship to hit a small ship.

Also it's unclear if the bonuses for Pulse and Beam lasers carry over into Dogfighting

So combining these in an example, lets say with have 2 Free Traders (X and Y - each with double pulse laser turret) facing off against a Fighter (Z) with forward facing weapons, and they're the following distances apart:

X----30km-----Z----8km----Y

So, over 6 minutes we can have a situation where:
Z will have up to 60 attacks on Y typically at +2
Y will have up to 60 attacks on Z mostly at -8 (or -6 if the pulse laser bonus counts)
X will have 1 attack on Z at +3
 
@MongooseMatt, kudos for opening this topic up.

I am really impressed with the thorough responses here. And, I agree with all of them!
And since one of my complaints is that the quality of my books binding is terrible, I would love to replace it... but was loathe to buy the same content, better bound. But, if the content gets an upgrade, I'd buy a new version for certain.

I know people have mentioned "art" in their comments, indexes, glossary, table reference, etc. I resoundingly concur with all of these.

I will only specify that there are two images I can't handle:
1. the drawing of the kid on the PreCareer Education section (p14) is... not good.
2. the drawing of the Aslani dew claw (p53).

The example text explaning how acquiring Psionics talents works on (p196) is confusing.
She rolls 2D+1 (her PSI DM) +2 (the Telekinesis learning DM), but unfortunatel, the dice roll is a 3 for a total of 6 - less than the number she needs, and so she does not develop telekinesis.

For the longest time, I read this as she rolls a 3 which is 6 less than the number she needs... 3 + 6 = 9... 9 happens to be her PSI score... the artificial way those numbers related to each other really threw me off. Her PSI gives her the +1 DM. She needed to roll an 8 to succeed... so she was 2 less than the number she needed... etc.
 
1. Re-assess the Jump-6 passage cost - I know it is supposed to be from a spreadsheet but I'm damned if I can replicate your result which seems to be out by a whole order of magnitude from what it should be.

2. A skills table would be nice.

3. Bookmarks that work in the pdf

4. Expanded pre-career generation along the lines of that in Clement Sector with more homeworld skills.

5. Clarify trade rules with a couple of fully worked out examples.

6. Rethink ship shares and ship benefits - owning 25% of a lab ship or a yacht and having to pay an enormous mortgage is unplayable.

7. Rethink the old ships and quirks table - published scenarios feature ships centuries old which under the RAW would have dozens of quirks.

8. 2D Mishap tables and D66 Event tables which can just be brought over from MGT1.

9. Add one or two more assignments per career? Agent/Bounty Hunter, splitting Navy Gunnery and Engineering, A Commando option for Army and Marines, Smuggler/Merchant etc.

10, Perhaps some sort of Intrusion/Security skill for Agents and Rogues.

11. Partial terms (e,g, roll 1D3 for years) for terms where survival is failed.

12. Ageing rules that are not based on life expectancy tables for early 1970s American males. (My homeworld houserule gives tech level and SOC status bonuses and makes the roll 2D+DMs-Terms served and any negative result is a number of saving rolls against characteristics).

13. Reducing anagathic costs to something more in line with MGT1.

14. Compare the armour and combat implant benefits to the actual costs of armour and implants available so that characters with those benefits can actually afford a worthwhile armour or implant.

15. Bring back TL14 tailored vacc suits..
 
Change of the default Pronounse from He to They.
Correcting or removing calls outs to other books in the line.
Whats the duration of a Berth? On the Traveller Discord. Most go with a week.
What exactly /is/ Scientific Equipment for mustering out?
The Character Generation Flow Chart needs to be redone.
Its not very clear on failing out of a career because you do not meet the promotion roll nor does it contain a flow path if you do get a promotion.
Inclusion of the Errata.
Index.
The Trade Chapter could really use an example of Table at Play for how it works.
Starship Operation could use one as well. Recently on the Traveller discord we've gotten new players who are not only new to Traveller but also just new to Sci Fi in general, so they dont come in with any media to back on to help a GM out. Like whats happen when you enter a jump and exit a jump. How does landing look.
Inclusion of Tool Sets from the CSC. Not the list of indivual tools but the whole tool sets, like Climbing Set. Right now if folks just ge the CRB and say High and Dry for a starting adventure, there is no climbing gear in the CRB. Which leaves the mountain climbing/hiking part to be exceedingly more dangerious or having New to the System GM to ad hoc equipment.
Better explanation on Armor. Like are Lasers meant to be doubled against for Armor? (You guys are currently working on expanding guns and presumably armor for the Merc Kickstarter. This would probably be a great time, if possible, to roll in any clarification from that into CRB.)
Inclusion of the corrected Passenger and Freight payout chart.
 
@RogerMc
Mostly agree, though the mortgage doesn't make it unplayable, but makes for adventures to keep in the black.

On aging, I think you hit it spot on. DMs like for STATS (9-11 +1, 3-5 -1, etc.) for ageing rolls for both SOC and TL is exactly what I'd do.
Anagathics should be kept expensive in the default background, though. Clement is too generously set up. Certainly not like 3I on aging and Careers aren't set up to handle 80-year-olds well.
Although, I'm well into the equivalent of Term 10 and certainly not Rank 6. Or 5. Or... never mind.

For homeworlds, I like the vagueness of the skill sets, BUT it would be useful for the Referee and Traveller(s) to sit down and work out the campaign-specific homeworld(s) ahead of time, to add flavor to that process. Also, no reason why connections (and skills) couldn't be made then for people from the same world. You could even generate enough connection skills and skill package skills to have a marginally capable bunch of 18 year-olds, if you really wanted to. Might be better than a bunch of jaded 58 year-olds.
 
I wouldn't go all the way with universal or common anagathics - my own houserule is a minor tweak which on average delays ageing losses by a couple of terms and increases life expectancy to 80+
 
Geir said:
Although, I'm well into the equivalent of Term 10 and certainly not Rank 6. Or 5. Or... never mind.
. . .
You could even generate enough connection skills and skill package skills to have a marginally capable bunch of 18 year-olds, if you really wanted to. Might be better than a bunch of jaded 58 year-olds.

Yeah, some of us quit worrying about advancement rolls in our real lives several terms ago.

I do like the Companion alternate method in which a Traveller’s skill point totals aren’t so closely tied to age.
 
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