Game Mechanics and House Rules
How To Play Traveller
The below is a wall of text (sorry, not sorry ) 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):
A few words on Player Development
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):
A few words on Player Development
Last edited by Hvalreki on Wed Feb 07, 2024 6:38 am, edited 4 times in total.
House Rules
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:
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.
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.
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)
.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.
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.
Weapon Cards
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.
Weapon Cards
Shows to hit by range and armor, damage and the Dex or Str bonus (or minus) as appropriate.
Here is an example.
Weapon Cards
Combat
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.
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.
Combat Mechanics
COMBAT PROCEDURE
1. Determine if either party has the element of surprise.
2. Determine the initial range which separates the parties.
3. Determine if escape or avoidance for either party is possible or warranted.
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.
5. Resolve actual combat using a series of combat throws.
A character's expertise in the weapon he is using can affect personal combat in both the attack and the defense.
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.
1. Determine if either party has the element of surprise.
3. Determine if escape or avoidance for either party is possible or warranted.
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.
- 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.
A character's expertise in the weapon he is using can affect personal combat in both the attack and the defense.
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.
Last edited by Hvalreki on Mon Feb 12, 2024 12:17 am, edited 4 times in total.
Wounding and Death
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.
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.
Universal Personality Profile (UPP)
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
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
Universal World Profile (UWP)
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).
.
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.
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.
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.
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.
Government
Encoding indicates a specific type of government which rules over the world or system.
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.
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.
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).
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.
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.
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.
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.
Encoding indicates a specific type of government which rules over the world or system.
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.
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.