|Classic Traveller, Book 1 of 3.|
|Classic Traveller, all books combined, German edition.
No special reason why I’m including it here, other than:
It’s simply perfect. My copy still looks so, so good
An online buddy of mine recently shot me a private message on Discord and asked me about Classic Traveller. I love that game, even though I haven’t played it much, or way less than I want to. Marc Miller, the author of the game, is still playing Classic Traveller – which should tell us a thing or two about what version really deserves our attention.
So how does Marc Miller play Classic Traveller?
In a nutshell:
- The rules in the books are tools for the referee. If you need them, use them. If not, then there’s absolutely no reason to use them.
- Stats (strength, dexterity, endurance, intelligence, education, and social standing) are the only numbers on the character sheet.
- Roll 2d6 to determine each stat – no fixed Dice Modifiers (DM), the referee decides when and if to add or subtract from the player’s throws.
- Pick or roll a service – write down skills, but no Dice Modifiers. Again, the referee decides on how skills affect the rolls.
- Saving throws are 2d6 + Dice Modifiers, determined by the referee, against a Target of (usually) 8+ (also subject to change according to the referee’s opinion)
- Weapon Damage: 1d6 for mostly harmless arms, 2d6 for melee weapons, 3d6 for average firearms or really dangerous melee weapons, 4d6 for extremely dangerous weapons like las rifles or shotguns.
- Damage for the first hit (“first blood” in the rules): comes right off Strength first, then Dexterity, then Endurance. For every hit after the first one, the player can distribute damage between Str, Dex and End as they see fit.
- One stat at 0 points means injury, two stats at 0 means the character is mortally wounded (but can be saved), and three stats at 0 means instant death.
That’s the complete game system as used by Marc Miller. Very, very Arnesonian in style.
Can I tweak it just a bit to make it more Arnesonian-like? Of course:
The average damage is: 3.5, 7, 10.5 and 14 points.
The average stat is 7. That means, if an average character is hit with a melee weapon (average damage 7), that stat is reduced to zero points, and the character is injured. A second hit means the character is bleeding to death, and a third hit kills them outright. So, a average character can take 3 hits with a melee weapon before they die. They can take bit more if they’re attacked with small weapons, and they are mortally wounded after a hit with a huge weapon. Las rifles or shotguns have the potential to kill an average character with one hit. Firearms have the potential to severely injure with one hit.
The first thing I’d get rid of are stat numbers. Simply write down if you’re above or below average (7 points) in a stat: “strong” could mean you’re stronger than average, while “weak” could mean you are, well, below, average.
I’d keep the saving throw mechanic, it’s simple and beautiful.
I’d give characters 4 hits, +1 for each stat (Str, Dex, End) that’s above average, and -1 for each stat below average. Armor increases the number of hits.
In combat, characters lose hits according to the situation, the opponent’s roll and the weapon the opponent is using. So, a average knife stab in a crowded bar would probably result in pain and injury, but if I roll a 12 for the knife attack, most characters will go down.
So, in closing, these are my Braunstein Traveller rules:
- Roll 2d6 for Strength, Dexterity, Endurance, Intelligence, Education and Social Standing. If a stat is 5 or lower, write it down as “below average”, or similar. If a stat is 9 or higher, write it down as “above average”, or similar. Don’t write a stat down if it’s average.
- In Traveller Book 1, pick or roll your service and play the mini-game.
- Write down the skills you earn in service, but not the numbers.
- Your character can get hit/injured a certain number of times; the exact number of hits is determined by the referee. In combat, if the winning result is really high (again, the referee has the final say in this), or your actions leading to this situation were stupid enough, it is entirely possible that your character is severely injured or even dies.
- Note for referees: a character has 4 hits: after the first hit, characters are stunned, after the second, lightly injured, after the third, severely injured, after the fourth, mortally wounded. Armor and above-average stats give the character a number of “free hits” – think damage sponge – before they start getting hurt.
- When the ref calls for it, roll 2d6:
- try to roll 8 or more
- ref might increase or decrease target numbers as dictated by the situation
- You roll 2d6, I roll 2d6. Who rolled higher determines what happens. If we’re close, we negotiate.
- Winning with a high number (ref determines what that means) means a really good and/or severe hit.
- Shields grant a character 1 free hit before they can get injured, light armor also 1 free hit, medium armor 2 free hits, heavy armor 3 hits.