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House Rules Here are a selection of the houserules I use during play in my Traveller campaigns. I mainly use the TNE rules in a classical setting, however, I plan to advance the campaign to the TNE setting when the time is right. Aging
I really never liked the aging system in Traveller, however, CT/MT had the best solution in a way that there was possible to improve stats during character generation. Something that dissapeared in the TNE rulesett. One fix could be to just be to change skill points earned during character generation into stat points. However this opens a whole new can of worms that makes it cheaper to improve several skills at once as skills in TNE are heavily dependent on stats and in most cases makes up 30 to 90% of the asset. Here is my fix. 1) Roll 1D10 above one tenth (drop fractions) of the age starting from when the actual aging is started for that race. Example: A human starts aging rolls at the age of 34. If the roll is three or less, the stat that is checked for aging are reduced with one. If the roll is below half of the required then the stat is reduced with 2. In this case the roll must be one. 2) In certain careers there is an requirement to stay fit. This includes any military career, law enforcement career, athletes. In these careers the player may roll again ONCE each term they fail one or more saving rolls. These careers are neither subject to the 2 point loss if the roll is too low. They loose only one point regardless of how much they failed with. 3) Everyone may trade in their hobby skill point for a saving roll, forfeiting a skill advancement to save against aging if a saving roll fails. 4) Characters of Vilani stock get automatically two or 1 extra roll to save if they are respectively pure blood or mixed blood Vilani. How to determine if your character are of Vilani stock is up to the Referee. Another hint is to consult the DGP publication MTA 1: Vilani & Vargr. 5) Droyne has a very short lifespan compared to other races. Divide the age on 7 before the roll. 6) Characters in play may buy one save roll extra per aging segment. This cost one fifth of the aging age, drop fractions. Example. A character turning 65 must spend 13 adventure points to buy an aging saving roll extra. This extra saving roll is lost regardless if it was used or not during the saving procedure. I feel this simulates the real world better as many old people, with a proper lifestyle may stay stronger and more flexible than a young guy living off junkfood and vegetating in front of the holovision. Increasing stats during play
One thing that the TNE doesn't cover much is stat increasement during character generation and during play. However, there is a little information that can be gleaned from the rules. 1) Stats may no be increased beyond two above the initial starting value. 2) A few careers in TNE gives a limited stat increase. However the thruth is that if given the right lifestyle stats may improve for everyone at all stages of life, allthough harder if you have been a couch potato most of it or are limited by other means. Tech level has very little to do with it other than at higher tech most people have more seditary jobs which gives little physical activity compared to many manual labor jobs. Medical tech though has very much to do with recovering after an accident or illness. Here is my proposition on how to increase stats during character generation We keep the max increment to rolled stats after racial and homeworld modifiers to stat + 2. Mental stats are an exception as they always can be improved, but to the same cost as physical stats. During character generation a player may choose to spend skill points to increase stats instead of skills. However, the price is age/10 and round to nearest whole number. Older an character gets more expensive (harder) it becomes to increase the stat. Points may be saved over several terms in case one term is not enough. However if a muster out is rolled saved skill points for stats are transfered to play, but earmarked for stats. During play the cost for stat increase is (age+target stat^2)/10 round to nearest whole number. Thus a character at the age of 49 and a stat of 8 which want to increase to 9 must pay (49+9^2)/10=13 adventure points
Jack-of-all-trades
This skill is not readily available in TNE, but available for those characters that are converted from MT rules to TNE. To simulate "extended" experience and personal resourcefullness do the following test: Roll Numbers of terms or less on a D20 to get the effect described in "Survival Margin" page 99. The player may keep rolling this test until it fails or all but PSI and Soc has been rolled.
Medals
Another thing missing in the TNE rules which I liked a lot was the medals. For any military career there should be a roll for receiving one or more medals that term. The base difficulty is 9+. If a Special duty is received this term, give a +3 DM. If the roll for medals is a natural 2 on 2D, then the character has disgraced himself and roll on the disgrace table below.
If any roll on the Disgrace table gets to be more than 7 social status is reduced to A if Soc is B+. For the year rolls in jail, the player will go through the Prisoner career and receive skills from there. For fraction of terms the player will receive fractions of skill points for that term rounding down to the nearest whole number, but never less than 1. Medals in the table above are Imperial medals. Solomani and others might have other equivalents.
Pay Scales
From what I have been able to gather, there has only been given pay scales for merchant careers for Traveller. However I have worked out a pay scale for navy, Scouts and the Marines. This is basic pay based on rank. Special positions and duties may give more. Notice that the pay scales in the chart covers the rank listing in the TNE rulebook.
Social Status
I don't like the way SOC is increased in TNE. Specially as I am playing in a CT/MT campaign where nobility are more frequent and an important part of the Imperial society. I prefer to limit the increase of SOC after level B. To increase in SOC due to promotion, the promotion roll has to be made with 4 or more including DM's. Thus not every Admiral of the Imperial navy will become an Archduke. However, when promoted to Officer (from ensign) the SOC is increased to that careers minimum level. All characters that also takes normal careers get their Soc increased to at least 5.
Socket mounted vehicle weapons
Small crafts and vehicles are no problem with ground weapons. But on starships they can be quite difficult to handle. A starship would loose quite a lot of performance if it was to have dedicated vehicle turrets potruding from the ship hull. And they would probably also be quite difficult to operate efficiently. Rules wise toward FF&S it migth also be a nightmare to handle. However one place to put ground combat weapons would be in dedicated turret or barbette socket mounts. The weapon would retract into the socket and be concealed when not in use. A socket mount would also make the weapon easy to replace if the mission profile changes. Socket mounted ground weapons (Fusion, CPR, Mass drivers and so on) need 3 times their volume to fit properly into the mount. This volume gives room for the machinery that aims the weapon. The weapon will also need their magazine installed into the socket mount along with an autoloader. The mount may have a crew station else a dedicated crewstation has to be placed else where on the ship. The weight of the weapon support machinery that makes it track weapons, extend and retract to/from its storaing space inside the mount is 30% of the weapon including the autoloader. Price is 6000 cr per ton.Its volume is part of the 3 times figure mentioned above Tank Buster Cannons
One thing that the TNE rules do not allow is guns like the A-10 tank buster cannons. This cannon is a 30mm autocannon that will kill most modern MBT with one burst. However as the rules are made the gun will never be able to penetrate or hurt a MBT just because the penetration of the round is just too small. However, the gun does not work by penetrating the armor, but the burst will by its sheer force cause a massive armor failure and set the tank out of commision. To simulate this take the square root of the burst size of the weapon and multiply with the penetration rating of the weapon. This rule can be used on mass drivers, cpr and high energy guns which has a burst rating. |
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