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Forum-D&D?
Method of Madness:
What's the difference between Traveler and D&D?
Loki:
Everything.
Seriously though, what comes to my mind:
* in Traveller, you do almost all rolls with 2d6 instead of a d20. This gives you a different probability distribution. You usuall roll to pass an 8 - everything above that improves the result, with +6 (6 above whatever you have to beat) being a critical success; everything less than that may have negative consequences and -6 (failing the roll by six points) is a critical fail.
* Traveller has a vastly different class system. You can make your character older and for every four years "passed", you can roll on a table of life events, which may include good things (you get a politically powerful ally) or bad things (you lose a limb or an eye).
* It is also very low-magic (at least the setting we are playing.) Psionics exist, few and far between - they have "classical" mind skills lile telekinesis, telepathy etc. Otherwise, not much.
I am not too sure what is due to our setting and what is due to the system itself. We are playing in a Star Trek-like world, 5000 years in the future. Thus, the feeling is different a lot.
Method of Madness:
It sounds like I would like Traveler more, from that description.
Dalillama:
--- Quote from: Loki on 30 Dec 2014, 17:30 ---
I am not too sure what is due to our setting and what is due to the system itself. We are playing in a Star Trek-like world, 5000 years in the future. Thus, the feeling is different a lot.
--- End quote ---
Most of that is indeed built into the standard setting, although the rules can be used for all sorts of space opera. I wouldn't call the Third Imperium very Star Trek-like, though, so that's possibly a homebrew. There's also a popular implementation of the Traveller setting using the GURPS ruleset (which I'm much more familiar with. For Method's reference, GURPS (Generic Universal RolePlaying System) is yet another set of rules, based on 3d6 and trying to roll under a skill number. Character traits are bought with points, while negative traits give points back, instead of having a class system. This can make character creation longer and more complicated, but the upside is that characters are very customizable, so you can have things like a swordsman who knows a few minor spells because he ran away from a wizard's apprenticeship, or a ship's engineer who got her training in the space Marines and can hit a target at 500 meters as easily as she fixes a warp core, or a sapient telepathic blueberry muffin if you're in a world that supports that kind of thing. (Traveller allows some degree of that, but it's both randomized and limited in scope). There's no classes, and the rules are meant to be able to be used to mimic any kind of setting (although many people complain that it doesn't support high-end superheroic adventures very well).
TheEvilDog:
Okay, so I might have some free time coming up and I might be able to run a pbp game if anyone is interested.
Now, this would probably be a small-ish game, with maybe five players, but I could expand it if enough people were interested.
I do have a variety of systems and a couple of different stories to go with them, but right now, I'm just gauging interest.
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