MT questions/observations

By Edward J Driscoll ·

TML message #431From bundle 41

    This weekend my friend and I *finally* got around to
    trying out MegaTraveller.  Our objective was not to
    start a game, but merely to exercise the rules a little
    bit to see if we understood and/or liked them.  Several
    questions, observations, and potential modifications
    suggested themselves, which I would like to submit for
    your analysis and commentary:


    (1) How many printings are there?  This isn't really a
    rules question, but during the course of play it became
    clear that there were discrepancies between my manuals
    and my friend's.  The discrepancies we noticed were in
    the combat section.  His copy has a typo about the
    maximum DM to any roll being *18*.  However, his copy
    also has some additions and/or corrections to the
    personal slug throwers table on p76.  We bought our
    boxed sets in the same store, about 4-6 months apart
    (mine first).  This isn't really devastating or
    anything, since we tend to be "house rules" players
    anyway.  However, I was extremely annoyed that not only
    do I have to live with inexcusable editing, I have to
    live with conflicting sets of inexcusable editing.  What
    gives?


    (2) Surprise roll:  Surprise is a DIFFICULT task and on
    exceptional failure, the defending party has surprise
    instead.  This seems utterly nonsensical to me.  Since a
    difficult task is an 11+, which makes exceptional
    failure a 9-, it is far more likely for the party making
    the first agressive move to be surprised....

    Tom:    "Let's hide in the bushes and ambush the sentry
            when he comes by!"

    Fred:   "Don't be a fool!  We'll stand out in the open and
            wait for him to make the first move.  Then we'll
            surprise him for sure!"

    Am I missing something here?


    (3) Exceptional????  Why is "exceptional"
    success/failure only +/- 2?  It seems to me that with
    such a small spread between success/failure and
    exceptional success/failure, then the latter is going to
    occur more often than the former.  In other words,
    the exception is not exceptional after all, but normal.
    We decided that +/- 4 would be exceptional
    success/failure.  This also has some sort of symmetry
    with the +/- 4 division between various difficulties of
    tasks.  That is, exceptional success on a difficult task
    requires the same effort as regular success on a
    formidable task.


    (4) Starship computers in combat:  Even in old Traveller
    I disliked how much the ship computer affected starship
    combat.  I'd rather have the outcome be determined by
    the skills of the crew, not how much the owner layed out
    for a computer.  On the other hand, I don't want them
    factored out entirely.  I picture the real heavyweight
    ships (battle cruisers, dreadnoughts, and so forth) as
    having computers which are powerful enough to affect
    combat.

    Our solution to this was first of all to replace all
    DM's for computer level by appropriate skills (piloting,
    gunnery, sensor ops, and so on).  Optionally, the
    computer level *divided by three* can serve in place of
    the appropriate skill, fractions rounded down.  Our
    experience has been that this rule does a good job of
    simulating the balance between human skills and
    computers that we want in our games (heavily slanted
    toward the humans).


    (5) Starship agility:  We don't like this attribute at
    all.  Scientific or not, we want the ship's maneuver
    drive capabilities to represent it's combat agility.  So
    a "fast" ship is one with a 6-G Maneuver drive, not one
    with a 1-G drive and an oversized power plant.  (Of
    course, it will take more power plant to support the
    bigger drives.)  Our house rule is that agility =
    Maneuver drive.  Seems to work for us so far.