Hello all. I hope this is not a repeat, but I finally got MT, and I wanted
to compare notes.
General system:looks cleaned up to a great degree. As the recent scuffle of
jack of all trades shows, they are not completely clear, but they seem to be
better than all of the stuff I used formerly.
Now for the caveats:
Did anyone proofread this puppy? It seems like an inordinate number of
tables and charts are just plain wrong. First example:
Merchant prince character generation:I was unable to find the specialty
schools referred to in the rules. I found them in my merchant rince rulebook,
and they worked, but this is a disturbing table to be missing.
Second BIG feature:hit charts for beam weapons. I think they flipped the
numbers on most of the table. WHY is it harder to hit with a factor 9 beam
than a factor 1 beam? Or have I got this reversed...
Second problem:why would one ever want to buy fusion guns over plasma guns?
They cost more, use more power, and take more guns to give the same factor at
a given tech level. Am I missing something, like a plus one or two on the
damage tables?
What are the special effects, if any, of antimatter missles?
How does one use a white globe?
Did they flip the signs on the reulsor table against missles?
A question: Should not a higher tech level be able to produce smaller
drives? I wonder why a tech 15 jump or manuver unit takes up the same space
and power as a tech 11, or a tech 21 setup. This seems odd...
Big caveats for the moment... As I keep looking and using, I will see what
else I can come up with. Any help on calling these would be appreciated. In
geberal, it looks like a clean system, but who can tell.
Scott