Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
And in any case, I find the outcome objectionable, regardless of the designer's motives.
OK. Well, now we're just down to that you don't like the CT system.</font>[/QUOTE]
Not to be difficult, but that's not exactly true. I've been trying to keep as much of the CT system as possible while addressing the flaws that I see in it. Clearly, I wuldn't spend so much time on a system I didn't like.
But liking something does not require me overlook (what I consider to be) serious flaws.
I do dislike certain outcomes generated by the system -- the aforementioned almost automatic 4 hits in a 4 shot burst by a nominally trained individual. But I can easily adjust the system so that those kinds of things won't happen often.
I am unpersuaded by your abstraction argument...and I'm skeptical that you would have given it much creedence earlier. Because at the end of the day, I want a fun game. And games in which barely skilled people find it easy to get automatic hits are not fun for me. And arguing that it's "abstract" does not make it more fun to me.
But it's okay with me if you have changed your mind; I do that all the time. But I'd note that *I* was the one who said that CT was fine when limited to book 1 hardware and characters. Yes SMGs are a problem, but that can be solved without redoing the entire system. So perhaps my mind doesn't *have* to be changed as much...
And, that mucho OK. You don't have to. Heck, I'm more partial to armor absorbing damage than how it is handled in vanilla CT.
But, as I've pointed out, vanilla CT isn't broken. It's just abstract. You don't like abstract, and that's OK. Tweak it.
<shrug> Sorry, but calling it "abstract" doesn't make the dubious outcomes any less annoying. Nor does it somehow redeem the system. In fact, it's hard for me to imagine what system *could* be considered lousy in the face of your "abstraction" defense.
Heck, I've tweaked the hell out of CT over the years.
You were claiming that CT was broken though, when it really isn't. It just doesn't fit to your tastes.
Actually, I am claiming *both* things -- its broken (with book 4 weapons and chargen) *and* it isn't to my taste in that broken form. I'm pretty sure I know the difference between the two.
Now, *if* every successful to-hit roll meant the character was actually shot (on average, damage would exceed two stats on most characters), then I'd have to agree with you. Because then, and only then, a successful to-hit roll would also indicate a gunshot wound on the victim. You'd have a strong point, if that were the case.
And, therein lies the error I see you've made when considering the CT system.
I fail to see how this argument redeems the system. At the end of the day, the result is that a nominally trained user of the SMG (or the Gauss Rifle or the ACR or the Assault Rifle) winds up virtually assured of AT LEAST wounding 3 characters in a 4 shot burst.
This is an absurd outcome (if such things exist), and a lousy game design decision. If you're gonna make it that easy to get automatic hits (a) why would anyone use another weapon if given a choice; and (b) why even bother with a "to hit" roll. That's a lot of trouble for a mechanic that often won't get used...
The fact that the weapon can't kill anyone just indicts the damage system, which I'm not presently concerned with.
TBeard, I haven't been trying to make an enemy of you. I hope you haven't taken my comments that way. I've just been arguing the other side of the issue.
You've got some damn good thoughts, and they're well worth listening to (and reading).
I just think your point of view on reading the CT combat system is off. I hope I was able to correct it.
I don't think you're an idiot or anything of the sort. Heck, I like ya.
To me, this has just been two GMs discussing the finer points.
I hope you feel the same.
S4
Oh, I had a rough day, so I was probably not my usual kindhearted and tolerant self.
No offense taken and hopefully none given.
And if this discussion has made you change your position on CT's combat system, then it accomplished something. I realize that part of the trouble here is that I haven't provided a final set of modifiers. I suspect that you won't find them as odious as you seem to think. The main change will be that the "to hit" number -- as generated by the armor and range chart modifiers -- will not go below 8 for semi-automatic weapons. Automatic weapons will have a minimum to hit number of 7 (ACR, Autorifle and Assault Rifle) or 6 (SMG, Gauss Rifle, LMG, Autocannon). Skilled characters will still find it pretty easy to hit targets. The DEX mods for all weapons are now +1; +2 is huge on a 2d6 system. The automatic rifle, assault rifle and ACR require the same DEX as a Rifle, Carbine and Rifle, respectively. The SMG is still fearsome at closer ranges; it's just not overwhelming. The Gauss Rifle is an improvement over the ACR, but no longer a Waste-O-Matic.
I'll also clean a few things up that appear to me to be simple errors or useless clutter. For instance, the gun charts don't have Jack or Reflec because these armors affect guns the same as None. That makes the consolidated "to hit" charts much shorter. I'm ditching the bizarre -4 reflec modifier for body pistols. This *must* be a typo; reflec affects no other gun at all and there's no reason to imagine that a tinfoil bodysuit will somehow prove as effective against body pistols as ballistic cloth armor.
The higher to hit numbers will be about what they are in the current CT system.
And note that this system will break if you don't also limit the skills of Book 4+ characters.
I haven't looked at melee weapons so I don't know if they'll need to be tweaked. (I kinda like the idea of letting swords and the like be relatively effective against armor; it makes swords possibly useful, and swords are cool). Since Book 4 didn't introduce any melee weapons, they're probably okay.