mr31337 said:
Adding qualifiers to DD attributes doesn't truly make them work, but it may make them work less badly.
What we want to do is have a system that does not require large amounts of dice or multipliers of dice. To do this effectively, there _has_ to be a step change in scale or, in other words, a person cannot work the same as a vehicle, and a vehicle cannot work the same as a spacecraft. However, you _can_ link the Damage dice (if not the actual damage systems) between them.
What DD weapons do is a) chop down the number of dice you throw around with big weapons on the ground and b) automatically translate starship weapons into ground scale.
This is why we chose this approach. I understand your concerns, but give them a proper whirl first as we think the core mechanic really does work.
If, on the other hand, we look out of our office window and see Traveller fans preparing to lynch us after the release of Mercenary II, you can be sure this will be revisited
mr31337 said:
Why publish patched rules at all? The majority of people here seem to be against it.
Because while we listen a great deal to the forums (as you will see when these rules come out - they have had a _powerful_ effect on this book), we also listen to our playtesters, and these rules not only work simply and quickly, but they are also achieving what we want them to do (see above).
Nerhesi said:
Hold up!!! Possible big issue...
Nerhesi said:
Page 34, Traders and Gunboats example:
Superiority fighter carries 4 PGMPs, so that effectively almost triples it's space combat firepower.
But for one thing - range. These 'ground' weapons may scale up their damage to spacecraft scale, but they do _not_ scale up their range. So, as things stand, such a craft at (literally, in space terms) point blank range might well ruin someone's day, but space is awfully large and even your basic beam and pulse lasers outrange these mighty weapons by a huge degree.
So, we are letting this one float for now, and will be gathering the comments of you chaps on this point (as well as others) when Merc II is released. If an adjustment is needed, its place will be in High Guard 2 (or possibly a revised Core) not Merc II.
I'll put all of that another way...
These rules (and some others, such as the Gun Combat skills) that are appearing in Merc II are what we think a revised Core book might begin to look like. We can get them out to you now (and in the process revise the oldest supplement) for you guys to tinker with. If we have got it right, these rules will be one of the foundations of a future revised Core, with whatever tweaks you chaps think necessary.
_If_ we have got it wrong, don't panic. They are certanly playable, but are not a lock-in to what we think will be in a revised Core, and there is plenty of time between now and then for things to change.
You will see some other thinking along these lines with Merc II. For example, the format and layout has been changed (slightly, again, don't panic, it still looks like Traveller), and we will be interested in your opinions on it as it could be the way of all future Traveller books.
At the end of the day, Traveller is a living system that we are actively developing, pretty much every day in one way or another. Everything we do is an attempt to make the game broader and/or better. Nothing is dever really going to be 'complete' especially with a game of this scale. And if you really don't like the direction certain mechanics take, you can always keep to the originals (we know of some groups using the original Supplements 5 & 6 for vehicles, instead of the Vehicle Handbook). Traveller is modular enough for you to do that with the minimum of fuss!
That said, we really do think this is the right step for scale integration though with the caveat that we will continue monitoring what you chaps say when the full rules set is in your hands.