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Old 07-28-2022, 03:38 PM   #1
acrosome
 
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Default 4th edition [Traveller]

Are there any good resources- official or otherwise- for updating GURPS Traveller to 4th edition? In particular, tech levels are way different.

I know that Interstellar Wars was for 4th ed, but it's a different era so I'm still not sure of tech levels.
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Old 07-28-2022, 05:56 PM   #2
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Default Re: 4th edition [Traveller]

You need this: https://wiki.travellerrpg.com/Techno...s_0_through_21

Includes GURPS 3e and 4e conversion
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Old 07-28-2022, 07:23 PM   #3
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Default Re: 4th edition [Traveller]

Hmm. I'm definitely going to have to divide 4e TL11 into early-, mid-, and late-.

Any sources for martial art styles in the setting? Like Luriani Eeniag? I suppose that Marines might know something like either Free Fighting or MCMAP depending upon whether they are fleet or assault marines. Have to add cutlass, though...

Last edited by acrosome; 07-28-2022 at 08:59 PM.
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Old 07-29-2022, 03:25 AM   #4
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Default Re: 4th edition [Traveller]

Quote:
Originally Posted by Gigermann View Post
You need this: https://wiki.travellerrpg.com/Techno...s_0_through_21

Includes GURPS 3e and 4e conversion
The GURPSwiki's Traveller 5e to GURPS TL conversion has the same table with some additional information.

The TravellerRPG wiki has a more detailed TL conversion chart
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Old 07-29-2022, 07:20 AM   #5
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Default Re: 4th edition [Traveller]

Here's the conversion table I use:
Code:
Traveller TL    GURPS TL
0  stone age     0  stone age
1  middle ages   1  3500BC+
1                2  1200BC+
1                3  600+
2  ~1600         4  1450+
3  ~1800         5  1730+
4  ~1900         6  1880+
5  ~1930         6
6  ~1950         7  1940+
7  ~1970         7
8  ~1990         8  1980+
9   2000+        9  2025+
10 (A)           9
11 (B)           9    
12 (C)          10  2070+    
13 (D)          10
14 (E)          11
15 (F)          11
16 (G)          11
17+             12
With superscience as seems appropriate (most of the gear in UT is at about the right TL^, if it's 'Traveller appropriate' at all). The big change I made was that a Traveller setting has terrible computers, so I applied the 'Electro-mechanical Computers' switch from Spaceships.
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Last edited by Rupert; 07-29-2022 at 07:25 AM.
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Old 07-29-2022, 08:38 AM   #6
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Default Re: 4th edition [Traveller]

Quote:
Originally Posted by acrosome View Post
Hmm. I'm definitely going to have to divide 4e TL11 into early-, mid-, and late-.
I agree that you need more granularity to make distinctions important to the Traveller setting. My preference has been to simply continue to use the original GDW TLs, which already divide everything up for you and give you a set of unique numbers to label the early/mid/late techs.

The TL rules actually don't interact with other game mechanics much, so you can replace all the numbers without changing anything much. (You might, for example, want to scale down the TL penalties for "barbarian" characters if you're using those rules. But that's the only one that comes to mind in GURPS Basic. You might similarly check the trade rules you're using to consider any TL difference factor it calculates.)

Keeping the GDW numbers does assume that you have access to references that have those, though. I have old CT / Megatraveller (etc) stuff to check, but the TravellerRPG wiki has enough detail for most purposes (what TL planet do I need to get my Assault Rocket Launcher; what kind of armor does a GDW TL 14 warship have; does fusion power come before genetic modification, etc).
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