Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
Of course, you can do this using referee's fiat... But wouldn't it be better if the system didn't *require* you to do so?
Well, I won't change your mind. Wasn't really trying to--just showing you how I don't agree with your assessment.
My modded CT combat doesn't use armor to modify the attack roll. It modifies the damage roll. </font>[/QUOTE]Fair enough. And that's a reasonable start. It removes one category of modifiers from the "to hit" roll. But I still can't see how you can apply the other CT modifiers (as written) -- or Striker analogues -- without breaking the 2d6 system. Nor can I see any real advantage in staying with the 2d6 system if I were gonna use the standard CT modifiers.
Oh, and regarding the weapon ranges I used in my examples, I meant Medium range. To recap, at medium range, firing a burst vs cloth armor, with DEX 8+ and rifle-2, the ACR hits and penetrates on a 2+ (100%) on 2d6 while the Assault Rifle penetrates on a 3+ (97%) on 2d6. Firing single shot, the hit/penetration numbers are 4+ (92%)and 6+ (72%) respectively. Some other weapons --
SMG*: 4+ (92%), or 6+ (72%) if DEX 8-
Rifle: 7+ (58%)
Carbine: 9+ (28%), or 10+ (17%) if DEX 8-
Autopistol (short range): 5+ (83%), or 6+ (72%)if DEX 9-
These numbers don't seem terribly unreasonable to me, which implies that the CT system as explained in Books 1-3 is reasonably solid. If you limit your weapons to CT weapons (and CT skill levels), you'll probably do fine.
But when Mercenary was released it broke the system. In fact, it shattered it. Mercenary made it relatively easy to produce net to hit modifiers well in excess of +4. Here are the problems:
1. The advantageous DM for ACRs and assault rifles is +2, rather than +1 that Book 1 weapons got.
2. The DEX requirement to get the advantageous DMs was dropped to 8+ vs 10+ for autorifles and 9+ for rifles/SMGs. This greatly increased the likelihood of getting the positive DM (42% vs 27% for rifles/SMGs and 17% for autorifles)
3. The Mercenary character generation system generates many more skills -- at least 50% more in my experience -- than CT. It also created an uber-skill, Combat Rifleman, which allowed characters to use the same skill for rifles, carbines, autorifles, ACRs and assault rifles. In CT, a character with 5 points of Gun Combat skill would have to allocate them among individual weapons. With Combat Rifleman, he could get +5 when using *all* of these weapons. (I am not saying this is unrealistic; rather, I'm saying it breaks the 2d6 system).
4. Mercenary weapons are generally much more effective than CT rifles/SMGs/Autorifles, when used to fire a burst. For instance, an ACR firing single shot at medium range against cloth armor is -2 to hit. Firing a burst, it's +2, a shift of 4 points! The assault rifle firing single shot is -4 to hit and firing a burst, it's +1 to hit. An SMG firing a burst is +0 by comparison. A rifle is -2 to hit.
The cumulative effects shatter the CT system. Mercenary weapons are simply overrated for the CT system and Mercenary gives too many bonuses. If I were gonna keep the CT system and decided not to use my other modifier system, here are the changes I'd make:
1. Advantageous DMs for Assault Rifles and ACRs are +1 at DEX 9+.
2. Gun Combat skill must be bought "per weapon". Or, if that's too tough, consider each roll of Gun Cbt in the Mercenary system to be 1/2 of a skill level (round down). Or, make each level of Gun Cbt skill cost twice as much after level 2. Do *something* to limit the number of Gun Combat skills that a character can have.
3. ACRs and Assault Rifles use their single shot modifiers only. If firing a burst, add +2 to hit. By the way, this will rejuvenate the SMG. It is a little better than the assault rifle at Medium range, but inferior to it at long range. It's equal to the ACR-DS at medium range, but very inferior at long range. The autorifle is a little better than the ACR-DS (but heavier and lacks a lot of the ACR's refinements). Gauss Rifles are absurd in Mercenary; treat them like ACR-DS +1 on the armor and range tables.