Game Mechanics and House Rules

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Game Mechanics and House Rules

#1 Post by Hvalreki »



This area is for me to post Game Mechanics and House Rules.

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How To Play Traveller

#2 Post by Hvalreki »

The below is a wall of text (sorry, not sorry :D ) and only part of the full article (minor edits and formatting) from the Tales to Astound blog which I encourage you to read or re-read if you haven't. It's great stuff.

In my opinion I think this post from Chris Kubasik nailed how the game was designed to be played when it hit the shelves in 1977.

How to play Traveller (please read this a couple of times, and refer back to it periodically, it's important):

The game is a conversation between the Players and the Referee. The Players have their characters do things, the Referee has the world and the non-player characters respond. In general, things simply move along. Even moments of crisis can often be resolved without referring to a Throw. If a character has a shotgun and out of the blue announces he’s going to fire the weapon at someone standing right in front of him, I might well have him roll damage (or simply kill the NPC outright) rather than have a Throw for a hit.

Other matters, from doing daily repairs to hacking into a civilians computer if one has Computer-1 or greater, often will require no roll. The Referee adjudicates whether a roll is required. He does this by thinking not in terms of “story” or what would be interesting, but honestly trying to be impartial judge of the elements of the world, reflecting back to the Players the forces and logic of the fictional setting already established.

The Referee can also decide certain actions are impossible, and not even a Throw can make it happen. Some Throws will be impossible because a PC lacks a needed expertise, or a high enough expertise. In the same way, if a Player declares, “I jump to the moon!” it is in the Referee’s realm to prohibit a roll for it. It’s the Referee’s job to set the bar of “reality he wants for his game.

Notes on the expertise of the Player Characters:
I use the term “expertise” rather than “skill.” The term expertise was used in the 1977 edition of the Traveller rules, and I think it better reflects the power and strength of any trained character.

Expertise means a character is an expert in whatever skill is at hand, whether it be rifles or medical ability. It means they can be hired at better rates because they are very, very good at what they do. Remember that DM+1 on a 2D6 bell curve is a very big deal.

A Rifle-1 doesn’t mean you can handle yourself on a shooting range; it means that in a combat situation, with that rifle in hand, you are above the average soldier. (The average soldier in the original Traveller rules will have an expertise of 0. He does not suffer the DM-5 of the untrained man using a firearm, but he gains no bonus either.)

Player Characters are not limited to doing the skills listed on their character sheet.

If the Referee decides the outcome is uncertain, or he cannot determine what the result should be, he calls for a Throw of the dice.
The Referee determines the Throw based on the circumstances of the fictional situation at hand. It is, for example, easier to perform CPR than surgery.
Various positive and negative DMs might be applied. Here are qualities that might provide DMs:
– possessing a pertinent expertise
– lacking a pertinent expertise
– having the proper tools for the job
– possessing a high or low characteristic that might provide a -DM or +DM
– any other factors the Referee or Players deem important in the situation

It is important to note that for me this part of the Throw (sussing out the fictional details involved in the Throw) is a continuation of the conversation mentioned above. This is not “stopping” the game for me, this is the Players and the Referee focusing on the Player Characters, their actions, the details of the environment, the specific actions being taken. It’s like a movie, where the camera is pointed at the pertinent details, revealing their importance to the audience.

It makes the game (for me at least) richer and more real as we say, “Well, my guy is really strong (STR 10), and I think that’ll help him use the crowbar to leverage the wheel on the bulkhead door as the air is being sucked out of this section of the ship.” And then I say, “Right. Take a DM+1 on the Throw to get this door open before all the air is gone.”

A key point of play for me is providing Players choices and then seeing how they handle them. (I call this “Providing them with Opportunities and Opposition.”)
2D6 are rolled. If the roll is equal to or greater than the value of the Throw, then success occurs. If not, then not.

The short version: 2D6 +/- DM ≥ Saving Throw Value equals success

The reason I don’t consider this a Skill System is because not every Throw involves a skill. A character might try to bluff his way into a fancy party, with his Education or Social Standing (if very low or very high, as appropriate to the situation) as a DM.

Or the Referee could use the number of terms a character served in a service as a DM in a case where his is trying to influence members of that service to bend the laws for him, and so on.

In this way, original Traveller seems very similar to me to the Braunstein rules. That is, anything on the character sheet is fair game for a DM.

Moreover, even things not on the character sheet could come into play. If the Player Characters have been hanging around on a world for a while learning its language, and then travel to another world where they see some ancient inscriptions in an alien language on an old temple wall, the Referee might give them a roll to understand the langue because they had learning a similar language on the other world. In the same way, an NPC Reaction Roll might suffer a -DM if the Player Characters interacting with citizens of a world that the empire they are from recently conquered.

The point here is that not every roll is based on or modified by a skill. Anything from service branch, terms of service, rank, any of the six characteristics, history in play, circumstances of the situation (are they trying to track someone in the rain?), and anything else that seems pertinent, as well as skills, might influence the Throw number or DMs. There might be a expertise DM, there might not be. Sometimes the DMs based on skill rules will be positive, and sometimes, if lacking, will be negative. Sometimes a characteristic value will be a +DM, and other times, a -DM.

When we play this way we are building the imaginative qualities of the situation, with the roll made to determine, impartially and with finality, what the outcome is.

For me, this system works well as it encourages the Referee and the Players to add fictional details to the situation, the actions of the Player Characters and so on, in an effort to really determine how hard or difficult a situation might be, if a roll is required at all, and so on.

By layering these details we end up making the moment concrete and specific (and thus memorable) in the heads of everyone at the table. And that is the kind of play I like best.

A few words on Player Development
The PCs can’t do everything, of course. The character generation tables offer a limited set of skills, and PCs will only have a few of those per PC. But this means that if the PCs don’t have the skill set (or background) available they will have to come up with adventure-driven schemes and shenanigans to keep going: steal the part they need to fix their ship because they don’t know how to fabricate it; get to the professor of ancient languages held against his will on the estate of the noble to translate the alien tablet they found; sneak into the government building using a clever ruse because this group doesn’t have someone with Computer skills; and so on.

Who your character is is what your character does. Using the characteristics of Strength, Dexterity, Endurance, Intelligence, Education, Social Standing, and your skills, as well as age and career branch, as a springboard for understanding your Player Character, you get to create your character based on what they want, what actions they’ll take to get what they want, and how they’ll go about getting what they want.
Last edited by Hvalreki on Wed Feb 07, 2024 6:38 am, edited 4 times in total.

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House Rules

#3 Post by Hvalreki »

1. Experience

Characters may choose to embark on a 4 year program of self improvement - Once per game year players may make a dedication throw (8+ 2d6) and choose one improvement program:

A) Improve EDU: If EDU is less than INT score - increase EDU through correspondence courses up to 2 per week at the end of 50 courses EDU increases by 1 (cost 50 per course). In a four year period it is possible to raise EDU a maximum of six levels. Education increases are permanent as they happen.

B) Weapons Training: Pick one Gun and One Blade weapon and increase their skill by 1 in each (increases are immediate) during the program. After 4 years you may engage in a second 4 year program to make the increases permanent (note that zero level skills raised to 1 by this method stay there permanently even if you don't continue for another 4 year program).

C) Skill Improvement: Increase a non-weapon skill you already know (includes Zero level skills) by 1 for 2 different skills. The increase is immediate and the permanence rules above apply here as well.

D) Fitness: Increase STR, DEX, and IND by 1 for the duration of the program (Note +2 to dedication throw if INT is 8 or less; +4 if INT is 4 or less). At the end of the program increases are permanent and a second 4 year program may be started (Houserule)
.

The pursuit of any of these improvement programs assumes the required time and materials are present. Obviously Travellers travel and downtime between jumps or time out of adventure can bet set aside each day for "training". Short breaks are allowed as long as the suspension does not exceed three months.

Players can make the dedication role for training starting from when they left the Third Imperium (before the game starts). If you make the throw you are already into year 1 of the program. The group has been travelling for 9 months from the frontiers of Imperial space to get where they are now. If you failed the throw you can try again in 3 months game time to make another dedication throw.


Image

2. Weapon Damage
Per 1981 Rules instead of 1977

3. Starting Skills
All Travellers are assumed to have Vacc Suit 0 if they do not already have Vacc Suit 1 or better.
Last edited by Hvalreki on Mon Feb 12, 2024 12:15 am, edited 2 times in total.

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Weapon Cards

#4 Post by Hvalreki »

Attached is a PDF of the Weapon Cards file from Tales to Astound.

Shows to hit by range and armor, damage and the Dex or Str bonus (or minus) as appropriate.

Here is an example.

Image

Weapon Cards

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Combat

#5 Post by Hvalreki »

As in real life, combat in Traveller is extremely deadly.

The creator of Traveller, Marc W. Miller, was an Army Captain in Vietnam before he became a game designer. He has a Bronze Star which probably means he was in a combat situation and Traveller reflects that understanding. (I haven't seen the citation so who knows).

Traveller combat is simultaneous unless one of the parties has surprise. That means it's quite possible for both sides to kill each other in a blaze of gunfire.

If Traveller combat starts you should be prepared to die!

Some thoughts -

Avoid getting into firefights! Seriously. Look at the weapon cards, your opponents have access to similar weapons.

Retreat! If you've lost surprise and can open range then get the hell out of there.

Take cover! If you are caught unaware you've already messed up. Get behind something that stops bullets (cover).

Stay concealed! If they can't see you they might not hit you. Concealment means you're not visible to your opponents and harder to hit. Not impossible. If your enemies have a machine gun and know you're hiding behind some bushes they are going to spray and pray which may be terminal for you as bushes don't stop bullets!

Cover + Concealment = Infantry Nirvana Can't see me, can't hit me.

Surprise the other guy! Ambush works; as long as surprise is maintained the attacker gets free rolls against the defender. Once surprise is lost combat is simultaneous.

When all else fails close range and assault into the ambush, that's actual military doctrine. If you stay where you are, you're going to die.
Last edited by Hvalreki on Sat Feb 10, 2024 6:28 pm, edited 1 time in total.

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Combat Mechanics

#6 Post by Hvalreki »

COMBAT PROCEDURE

1. Determine if either party has the element of surprise.
Surprise DMs
  • Leader skill ...... . .+1
  • Tactical skill...... . .+1
  • Military experience . . .+1
  • In a vehicle. ....... . -1
  • 8 or more adventurers . -1
  • 10 or more animals ... -1
  • Pouncer animals . . . . .+1
2. Determine the initial range which separates the parties.
  • Close— in physical contact; touching.
  • Short— at sword or polearm point, 1 to 5 meters.
  • Medium— at pistol range, 6 to 50 meters.
  • Long— at rifle range, 51 to 250 meters.
  • Very Long— at extreme range, 251 to 500 meters.

3. Determine if escape or avoidance for either party is possible or warranted.

  • A party which has achieved surprise may always avoid an encounter by so stating. Non player character parties which have surprise and are outnumbered will avoid an encounter on a throw of 7+ (no DMs).
  • If two parties encounter without surprise, either may attempt to escape, immediately (before any combat or contact occurs).
  • Roll 9+ to escape (DM of –1 if short range, +1 if medium range, +2 if long range, +3 if very long range encounter). A non player character party will attempt to escape at the option of the referee, based on the situation.
  • Once contact or combat begins, a party may leave the field of battle only through movement. See the Movement rule.
4. Movement
Before each series of combat throws (called rounds) each character may state his movement status, which may be: evade, close range, open range or stand.
  • Evade: A combatant, at any range, may state that he is evading enemy attacks. He may not himself attack (make any blows, swings or shots during the combat round), and receives an advantageous die modification in the defense, based on his range from the attacker.
  • Because evasion involves movement (ducking, jumping about, etc) and because he cannot use his weapon to good advantage, a character using it loses any DMs he might have for defensive expertise while evading.
  • DMs allowed are: –1 if close or short range, –2 if medium range, –4 if long or very long range.
  • Close range: A combatant may elect to move closer to the enemy during the
    combat round.
  • Open range: A combatant may elect to move away from the enemy during the
    combat round.
  • Stand: A combatant may elect not to move during a combat round.
5. Resolve actual combat using a series of combat throws.
  • During each combat round, each combatant selects a member of the opposing party as a target. He or she must then make a basic throw of 8+ to hit the target, and, if successful, then determine the wounds inflicted.
EXPERTISE

A character's expertise in the weapon he is using can affect personal combat in both the attack and the defense.
Attacking: The level of expertise which a character has in the weapon with which he is attacking is used as a positive DM on the basic throw to hit. If the character changes the weapon he is using, he then uses the expertise level for the new weapon as a DM.

Defending: A character may use his expertise level in his weapon as a negative DM when engaged in brawling or blade (including polearm) combat, and armed with brawling or blade weapons. Thus, a gun armed character does not receive a protective DM for his gun expertise; but may receive such a protective DM if he actually uses the gun as a brawling weapon (as a club, for example).
MORALE

A party of adventurers (player or non-player) which sustains casualties in an encounter will ultimately break or rout if it does not achieve victory.
At the point in which 25% of a party are unconscious or killed, the party must begin throwing for morale. Average morale throw is 7+ to stand, or not break. Valiant parties may have a higher throw. DMs are allowed: +1 if the party is a military unit, +1 if a leader (leader expertise) is present, +1 if the leader has any tactical expertise; –2 if the leader is killed (for two combat rounds, and then until a new leader
takes control), –2 if casualties exceed 50%.
Last edited by Hvalreki on Mon Feb 12, 2024 12:17 am, edited 4 times in total.

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Wounding and Death

#7 Post by Hvalreki »

Wound points are applied to the target’s (defending character’s) strength, dexterity and endurance on a temporary basis. Each die rolled (for example, each of the two dice rolled in a result of 2D) is taken as a single wound or group of hits, and must be applied to a single characteristic; further modifications may be distributed against, or added to, such wound groups as desired (players do this themselves; the referee does it for non-player characters).

The first wound received by any character, however, can be sufficient to stun or daze him or her, and is handled differently. This first wound received is applied entirely to one of the three physical characteristics (strength, dexterity or endurance), determined randomly. As a result, first blood may immediately incapacitate or even kill.

When any one characteristic is reduced to zero by wounds, the character is rendered unconscious.

When all three characteristics are reduced to zero, the character is dead.

Once a characteristic has been reduced to zero, further points may not be applied to it; the must be applied to other (non-zero) characteristics.

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Universal Personality Profile (UPP)

#8 Post by Hvalreki »

The UPP (Universal Personality Profile) is a six digit string of numbers representing the players characteristics - initially from 2 to 12 (7 is considered average). As a result of various modifications, characteristic values may ultimately range from 1 to 15. To avoid confusion scores above 9 are listed alphabetically i.e. a Dexterity of 10 = A; 11 =B and so on.

Personal Characteristics in Traveller are:

(List in UPP Order)
Strength is both a general evaluation of the character's physical ability, and a specific measure of force which may be applied in combat situations.
Dexterity measures physical coordination.
Endurance measures physical stamina and determination.
Intelligence corresponds to IQ.
Education indicates the highest level of schooling attained (roughly 8 is High School, 9-12 College, 12-15 post grad)
Social Standing notes the social class and level of society from which the character (and his family) come.

Nobility: Social Standing A or higher is nobility. In the case of players not likely true Hereditary nobility, but more likely Honor or Ceremonial nobility granted by the Empire for fame or great service.

Noble Ranks:
A Noble gentry
B Knight
C Baron
D Marquis
E Count
F Duke

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Universal World Profile (UWP)

#9 Post by Hvalreki »

The UWP is an encoding scheme consisting of 8 alphanumeric codes in a specific sequence

X-XXXXXX-X

Each digit encodes a specific characteristic of the individual world. The encoding allows for a compact notation about many of the most important characteristics.

In UWP Order:

Starport
The starport is the center of trade for the system, and a port for any visiting starships. The value encoded is the quality of the port and ranges from A (the best and most extensive) to E (the worst, little more than a spot of cleared ground).
Class A
Excellent quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of both starship and non-starship construction present.

Class B
Good quality installation. Refined fuel available. Annual maintenance overhaul available. Shipyard capable of constructing non-starships present.

Class C
Routine quality installation. Only unrefined fuel available. Reasonable repair facilities are present.

Class D
Poor quality installation. Only unrefined fuel available. No repair or shipyard facilities present.

Class E
Frontier installation. Essentially a bare spot of bedrock with no fuel, facilities, or bases present.

Class X
No starport. No provision is made for any starship landings
.
Size
Encoding indicates the diameter of the world in thousands of miles. The size is also an indicator of surface gravity and likely atmospheric density.
Digit World Size Surface Gravity (gs)
0 800 km Negligible
1 1,600 km 0.05
2 3,200 km 0.15
3 4,800 km 0.25
4 6,400 km 0.35
5 8,000 km 0.45
6 9,600 km 0.7
7 11,200 km 0.9
8 12,800 km 1.0
9 14,400 km 1.25
10 (A) 16,000 km 1.4
Atmosphere
Encoding indicates in general the atmospheric density, and presence of dangerous taints requiring additional breathing gear. EHex values over C indicate special conditions for the atmosphere.
Digit Description
0 No atmosphere.
1 Trace.
2 Very thin, tainted.
3 Very thin.
4 Thin, tainted.
5 Thin.
6 Standard.
7 Standard, tainted.
8 Dense.
9 Dense, tainted.
A Exotic.
B Corrosive.
C Insidious.

No atmosphere and trace atmosphere require use of a vacc suit.
  • Tainted atmospheres require the use of filter masks.
  • Very thin atmospheres require the use of compressors to insure sufficient oxygen to breathe.
  • The tainted very thin atmosphere requires a combination respirator/filter mask for survival.
  • Thin, standard, and dense atmosphere are breathable without assistance.
  • Exotic atmospheres require the use of oxygen tanks, but protective suits are not required.
  • Corrosive atmospheres require the use of protective suits or vacc suits.
  • Insidious atmospheres are similar to corrosive atmospheres, but will defeat any personal protective measures in 2 to 12 hours.
Hydrosphere
Encoding indicated percentage of the world surface covered with oceans of water. For some atmosphere types (A, B, C) the fluid may be something other than water. The presence of water indicates the possibility of wilderness refueling on the planet surface.
Digit Description
0 No free standing water. Desert.
1 10% water.
2 20% water.
3 30% water.
4 40% water.
5 50% water.
6 60% water.
7 70% water.
8 80% water.
9 90% water.
A No land masses. Water World.
Population
Encoding is the order of magnitude of the number of sophonts living on the world or in the entire system. For example a population code of 3 indicated there will be Thousands (103) sophonts on the world.
Digit Description
0 No inhabitants.
1 Tens of inhabitants.
2 Hundreds of inhabitants.
3 Thousands of inhabitants.
4 Tens of thousands.
5 Hundreds of thousands.
6 Millions of inhabitants.
7 Tens of millions.
8 Hundreds of millions.
9 Billions of inhabitants.
A Tens of billions
Government
Encoding indicates a specific type of government which rules over the world or system.
0 No government structure.
1 Company/Corporation.
2 Participating Democracy.
3 Self-Perpetuating Oligarchy.
4 Representative Democracy.
5 Feudal Technocracy.
6 Captive Government.
7 Balkanization.
8 Civil Service Bureaucracy
9 Impersonal Bureaucracy
A Charismatic Dictator.
B Non-Charismatic Leader.
C Charismatic Oligarchy.
D Religious Dictatorship.
Law Level
Encoding indicates a general level of density of the legal system and law enforcement with values ranging from 0 to F. Low values indicate relatively few laws and lax enforcement, with higher values indicating more complex legal systems and more assertive enforcement of the laws.
Digit Description
0 No prohibitions.
1 Body pistols undetectable by standard detectors, explosives (bombs, grenades), and poison gas prohibited.
2 Portable energy weapons (laser carbine, laser rifle) prohibited. Ship's gunnery not affected.
3 Weapons of a strict military nature (machine guns, automatic rifles) prohibited.
4 Light assault weapons (submachineguns) prohibited,
5 Personal concealable firearms (such as pistols and revolvers) prohibited.
6 Most firearms (all except shotguns) prohibited. The carrying of any type of weapon openly is discouraged.
7 Shotguns are prohibited.
8 Long bladed weapons (all but daggers) are controlled, and open possession is prohibited.
9 Possession of any weapon outside ones residence is prohibited.
Technology Level
Encodes a general level of ability with technology. Technology level encompasses both a understanding of technology and the infrastructure capability to manufacture and distribute the items of technology. Lower levels indicate a poorer understanding of the technology and lack the ability to manufacture items.
TL 0 (Neolithic Age): At this level, there is no technology to speak of—think prehistoric times.
TL 1 (Metal Age): Roughly equivalent to the Bronze or Iron Age.
TL 2 (Age of Sail): Similar to the Renaissance era.
TL 3 (Industrial Age): Advances from TL 2 are now applied, bringing the germ of industrial revolution and steam power.
TL 4 (Mechanized Age): The world embraces machinery and automation.
TL 5 (Broadcast Age): Radio and early television become prevalent.
TL 6 (Atomic Age): Nuclear energy and space exploration emerge.
TL 7 (Space Age): The first steps into space travel.
TL 8 (Information Age): Computers, telecommunications, and cybernetics.
TL 9 (Gravitics Age; First Jump Drives): Anti-gravity technology and the advent of jump drives.
TL 10 (Basic Fusion Age): Fusion power becomes widespread.
TL 11 (Fusion Plus Age): Enhanced fusion technology.
TL 12 (Positronics Age): Artificial intelligence and advanced robotics. (Average Third Imperium Tech Level)
TL 13 (Cloning Age): Cloning and genetic engineering.
TL 14 (Geneering Age): Manipulation of genetic traits.
TL 15 (Anagathics Age): Anti-aging treatments. (Max Third Imperium Tech Level)

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