How does 2300AD improve on Traveller:2300?
In reply to #3987 players of 2300AD; rules by Pedro A.C. Tavares
>Date: Thu, 23 Apr 1992 12:34:00 >From: [email removed] (Pedro A.C. Tavares) >Subject: (3987) players of 2300AD; rules > >Is anybody out there playing 2300ad? I just have the basic rules and would >like to discuss some extra rules I came up with and to hear about other >solutions... Funny you should mention 2300... it's been sort of the thing I've been fiddling with the most lately. After finals are over, I should have time to send in my collection of 2300 ship designs (and sc template), as well as the "2301 Star Cruiser" supplement I've been working on. Basically, it consists of the following changes to 2300 Star Cruiser: 1. The optional damage multiplier rule from _Invasion_ is *not* optional. Actually, we've been playing it that way all along; I was surprised to see it presented as an optional rule. I thought that they had just made an error in the original rules, since the Martel is supposed to have an armor factor of 10.... 2. The speed of light is enforced. It takes 2 seconds for a signal to travel one hex, and another 2 seconds per hex for a reply. Distant ships appear to be in the hexes they occupied at times in the past, this is enforced by a referee or with plotting. Negative modifiers apply to "to hit" chances based on how old the information used in firing is. The negative modifiers are reduced somewhat by remote operator skill, which now works somewhat differently. 3. Optics, scanners, and fire control systems may be used as contigency search sensors. They have an active or passive sensor value of 0, always require a roll to detect, may only attempt to detect targets already detected by some other friendly unit, and may only detect or maintain detection on one target each. This was added to prevent remote objects with no sensors (i.e. the Ritage-2) from becoming worthless due to the speed of light rule. 4. Remote objects may be programmed (by writing a plot), and can follow simple programs without tying up a communicator channel. Remote objects with sensors may be programmed to do things relative to sensor contacts that they are maintaining (i.e. "close with target 1"). Attacks made without a human operator suffer the usual penalty. When a remote object runs off the end of its plot, it goes to all stop. 5. Computer hits on human ships are localized. When a computer critical is rolled, roll on the damage table again, treating hull as critical, damage control as surface fixture, and continuing as power plant. The resulting system becomes inoperable until the hit is repaired; if the second roll is computer, it acts like an old computer hit. Kafer ships have centralized data processing facilities, and use the old rule. 6. Speed is a function of local gravitation. A formula is given for "tunnel length" as a function of the local gravitational field; The tunnel length factor varies from 1 in the maximum gravity in which stutterwarp operation is possible to (365*30) in interstellar space; it's generally about 2 or so in the life zones of main sequence stars. Negative modifiers apply when shooting at ships moving at very high speeds. 7. Long range detection is defined. Rules are presented for determining when a ship is aware that *something* is out there, and maximum ranges are given for detecting ships that illuminate their active sensors. 8. Rules for nuclear weapons are presented. They are only useful against ships in orbit or at "all stop", or ships with low warp efficiencies in gravitational fields with low tunneling lengths. >Also... could someone explain me what the TL's stand for. In particuraly >what's Megatraveller TL and 2300ad TL (begining of star exploration, Stutter >drive) MT and 2300 are not the same universe. This used to be somewhat more confusing when the game was marketed as Traveller:2300.... >(are gravitics range sensitive????) Yes, which is why there are thrusters. Now, a question: I have the old Traveller:2300 rules. What's different (other than the fix to the way armor works presented in the Kafer modules) about 2300AD? Are there any substantive changes to the game, or did they just clean up the *atrocious* way they organized the Traveller:2300 rulebooks? - -- PTD -- [James: minor administrative note: I "live" at [email removed] now. The "[email removed]" account that the list is presently going to ..forwards it here, and will be going away May 10. Would you mind changing my address? Thanks....] - -- ______ "It may be better to be a live jackal than a Palmer T. Davis \ \/ / dead lion. But it is better still to be a [email removed] \/\/ live lion. And usually easier." -- RAH