This thread is for notes on importing and exporting to and from Traveller 5.
At best, porting guidelines might never be more than advice. I suspect there are subtleties built into the different systems which makes porting problematic, beyond a first approximation.
I'm going to focus on skill levels, damage, and armor values, because those are the things I have thought a bit about, and would most like others' input on.
Rob's Classic Traveller Rules of Thumb, Personal Combat Damage and Armor, version 0
For CT, I tend to try to make CT damage == T5's "V1" damage, i.e. the sum of a weapon's damage dice. Typically though there is a T5 analog for a CT weapon, which is a lot safer feeling than actually porting weapons over to T5. On the other hand, assuming damage is roughly equivalent, I can use T5 generated weapons in CT as-is, although I have to approximate the strength DMs based on existing weapon types.
I tend not to map armor, since CT modifies the task roll with armor. I prefer to find an approximation of CT armor in T5, and vice versa (in effect, the low granularity of armor in CT prevents more than a few fundamental armor types, which is fine with CT).
Rob's Mongoose Rules of Thumb, Personal Combat Damage and Armor, version 1
The formula I use is:
At best, porting guidelines might never be more than advice. I suspect there are subtleties built into the different systems which makes porting problematic, beyond a first approximation.
I'm going to focus on skill levels, damage, and armor values, because those are the things I have thought a bit about, and would most like others' input on.
Rob's Classic Traveller Rules of Thumb, Personal Combat Damage and Armor, version 0
For CT, I tend to try to make CT damage == T5's "V1" damage, i.e. the sum of a weapon's damage dice. Typically though there is a T5 analog for a CT weapon, which is a lot safer feeling than actually porting weapons over to T5. On the other hand, assuming damage is roughly equivalent, I can use T5 generated weapons in CT as-is, although I have to approximate the strength DMs based on existing weapon types.
I tend not to map armor, since CT modifies the task roll with armor. I prefer to find an approximation of CT armor in T5, and vice versa (in effect, the low granularity of armor in CT prevents more than a few fundamental armor types, which is fine with CT).
Rob's Mongoose Rules of Thumb, Personal Combat Damage and Armor, version 1
The formula I use is:
Code:
// damage
var mgt_damage = da + 'D';
if ( da > 3 )
{
var translation = parseInt( Math.sqrt( da * 3.5 ) * 2.07 ) + 5;
var whole = parseInt( translation / 3.5 );
var mod = parseInt( translation % 3.5 );
mgt_damage = whole + 'D';
if ( mod ) mgt_damage += ' + ' + mod;
}
// armor
mav = t5av;
if ( t5av > 10 ) mav = parseInt( Math.sqrt( t5av ) * 2.07 + 5 );
Code:
Damage
T5 MGT
1 1D
2 2D
3 3D
4 3D+2
5 3D+3
6 4D
7-8 4D+1
9 4D+2
10 4D+3
11-12 5D
13-14 5D+1
15-16 5D+2
17 5D+3
18-19 6D
20-21 6D+1
22-24 6D+2
25-26 6D+3
27-29 7D
30-32 7D+1
33-35 7D+2
36-38 8D
39-41 8D+1
42-45 8D+2
46-48 8D+3
49-52 9D
Armor
T5 MGT
1-11 1-11
12-14 12
15-18 13
19-23 14
24-28 15
29-33 16
34-39 17
40-45 18
46-52 19
53-59 20
60-67 21
68-75 22
76-84 23
85-93 24
94-102 25
103-112 26
113-123 27
124-134 28
135-145 29
146-157 30
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