Free Download Traveller's Handbook (Traveller T20 D20)

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Free Download Traveller's Handbook (Traveller T20 D20)

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Traveller's Handbook (Traveller T20 D20)

Traveller's Handbook (Traveller T20 D20)


Traveller's Handbook (Traveller T20 D20)


Free Download Traveller's Handbook (Traveller T20 D20)

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Traveller's Handbook (Traveller T20 D20)

Product details

Hardcover: 464 pages

Publisher: Quiklink Interactive; 2nd edition (October 29, 2002)

Language: English

ISBN-10: 1558782176

ISBN-13: 978-1558782174

Product Dimensions:

8.9 x 1.1 x 10.6 inches

Shipping Weight: 3.2 pounds

Average Customer Review:

4.2 out of 5 stars

13 customer reviews

Amazon Best Sellers Rank:

#1,485,866 in Books (See Top 100 in Books)

This was a replacement for a water-damaged copy, so I knew what I was getting. This was a fantastic job of converting the original Traveller rules to the D20 system.

TRAVELLER D20/T20 presents "TRAVELLER" in the D20 system. This will allow cross over between venues; a TRAVELLER Scout, a MUTANTS AND MASTERMINDS Superhero, and a DUENGOENS AND DRAGONS Paladin; can "lock-horns" with a minimum of work for the Game Master.

saves the time of learning a new "system" - just get on with playing Traveller!

Arrived as described, fast delivery, with no problems

Great for introducing d20 gamers to Traveller.

Go to Marc Miller's official traveller sales site and pick it up. The entire T20 Library is for sale on CD-ROM.[...]Although after buying I heartily recommend using the Traveller's Guidebook (for players)..Remember the praise Pathfinder got for improving and making D&D 3.5 more fun to play? Well that's what the Guidebook did for T20, or as one of my players said "It should be called the Player's Best Friend."While I like The Handbook, I find that the Guidebook just made everything easier to understand and therefore play. I theorize that the Traveller's Handbook was hampered by needing to adhere to the D20 OGL. That and most of the rules were framed as "Refer to the main D&D Player's Handbook." While the Guidebook makes the effort to explain every rule: It's CLEAR meaning, what situations it applies to, what difficulty numbers to shoot for, can you retry? Etc etc.I also want to call attention to a difference I saw between this and D20 Modern. I see T20 (along with regular Traveller, GURPS, etc) as the classic engineer's version of sci-fi role playing. Where everything has to based on tables and charts. Want a turret on your ship? Well only one per 100 tons, if it's part of the right tech level. D20 Modern (and DP9's D20 Mecha) seem more effects based. Do you want 4-quad linked quantum cannons? Well just pay the point build cost. Just an observation.

The Travellers Handbook for the d20 game system is easily the best d20 release since the original D&D 3E Player's Handbook. To put it simply -- this book rocks!T20 uses the popular d20 rules system, yet retains the distinctive flavor and classic style of Traveller, the first science fiction role-playing game. It is not just D&D in outer space. This is a harder, grittier, more realistic sci-fi RPG than Star Wars or Dragonstar.This hefty book is packed with goodness. All of the classic Traveller elements are here: the jump drives, the character prior history, the cool alien races, the archetypal starships and armed traders. The prior history system alone makes this product a must-buy for RPGers. You can create a 10th-level Traveller character in about the same amount of time it takes to create a first-level D&D character. And multiclassing, which is encouraged, is a breeze. Many of the skills and feats will be familiar to D&D 3E players. The new skills and feats make sense for a sci-fi setting, and many can be imported to other d20 games.Another strong point are the creation rules. With these, you can create new items -- such as computers, ground vehicles and starships -- from a wide range of technology levels. There also are rules for creating whole star systems. These rules are generic enough that they can be used with any d20 game setting, and can easily be adapted for use in any game system.The combat system also is very flexible. It can be used for person-to-person combat, vehicle-to-vehicle combat or starship-to-starship combat, or any mixture between the three. Stuck in a planetside firefight and need your friends in orbit to help you out with a meson gun or particule beam bombardment? Or want to try to shoot down that pirate corsair in orbit from your grav tank? No problem, the rules can handle that.If combat is not your bag, there are economic rules for trading cargoes. Want to buy a starship and make your fortune in the stars? The rules are all there. You can even engage in speculative trading -- buying low on one planet and selling high on another. If your merchant instincts are right, you can make a big score. If you're wrong, well, you might have to try you hand at a little smuggling to make your next mortgage payment. The rules also cover prospecting on planet or in an asteroid field.Traveller has always been one of the most richly detailed, highly flexible and best sci-fi RPGs ever created. T20 continues that grand tradition while at the same time carving out its own unique pocket universe among the plethora of d20 products.

This is a comprehensive and well executed adaption of D20 to Traveller. Traveller is a game I've held in high esteem since I was a young teen in 1983. The other reviewers do a great job of describing what's appealing about Traveller, so for the sake of brevity: ditto.But not only that. It's a better D20. Here are the areas where I think T20 does better than D20:1. Armour exists not only to deflect weapons, but to reduce damage.2. Being more experienced doesn't make weapons less damaging. A sword or pistol is always a dangerous thing to have pointed at you.3. People who work together have different backgrounds, different levels of experience, and different ages.4. Magic Powers (in this case, psionics) are built on the existing skill system and bought with skill points.5. In many cases, you can compensate for poor education by having high IQ, poor charisma by higher social standing, etc.6. Experience points for completing objectives, rather than winning fights.If you like lots of combats where your character takes a half-dozen 10-point sword wounds in a row and comes out fighting, and you get masses of XP for this, then this game isn't for you.If you like a lot of variety with exploration, role-playing, a few *very* dangerous fights, space ships, high-tech, low-tech, utopias, hell-worlds, commerce, aliens, etc, then try this game.

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