Poppyseed45
SOC-12
So, I've got this inkling to run CT for my group in a few months after we finish our other game, and I was finally reading in detail the rules of CT. Gotta say, I like what I see for combat - simple, quick, easy to run and adjucate.
However, in my reading, I realized that the armor rules were very much a throwback to D+D (which makes sense given when the game was made) - armor makes you harder to hit. I though I ought to change it to reducing damage, but don't like the idea of flat numbers for this, so, here's my thought: use "damage subtraction dice."
Keeping the weapon dice the same, here's what I came up with for the armor, based on the description in the book (and that I think that some armor makes you easier to hit is just silly). I assume, therefore, that no armor can make you "easier to damage."
To make it work, everytime you are hit, roll your armor dice (what you roll depends on the type of weapon used - for simplicity, I split this into melee, guns, and lasers). The points you roll subtract directly from the damage of the hit - apply the rest to a physical attribute as normal.
1. No armor - you take full dice of damage.
2. Jack - melee - 1D, guns - 0, laser - 0
3. Mesh - melee - 2D, guns - 1D, laser - 0
4. Cloth - melee - 2D, guns - 2D, laser - 0
5. Reflect - melee - 0, guns - 0, laser - 4D
6. Ablative - melee - 0, guns - 0, laser - 3D
7. Combat Armor - melee - 3D, guns - 3D, laser - 3D
8. Battle Dress - melee - 5D, guns - 4D, laser - 4D
Following die-roll numbers, on average, you'll see that hand to hand damage can still get through the lower armors with some luck, and guns are still deadly. Lasers generally trump all (if you can get them!).
What do you all think?
However, in my reading, I realized that the armor rules were very much a throwback to D+D (which makes sense given when the game was made) - armor makes you harder to hit. I though I ought to change it to reducing damage, but don't like the idea of flat numbers for this, so, here's my thought: use "damage subtraction dice."
Keeping the weapon dice the same, here's what I came up with for the armor, based on the description in the book (and that I think that some armor makes you easier to hit is just silly). I assume, therefore, that no armor can make you "easier to damage."
To make it work, everytime you are hit, roll your armor dice (what you roll depends on the type of weapon used - for simplicity, I split this into melee, guns, and lasers). The points you roll subtract directly from the damage of the hit - apply the rest to a physical attribute as normal.
1. No armor - you take full dice of damage.
2. Jack - melee - 1D, guns - 0, laser - 0
3. Mesh - melee - 2D, guns - 1D, laser - 0
4. Cloth - melee - 2D, guns - 2D, laser - 0
5. Reflect - melee - 0, guns - 0, laser - 4D
6. Ablative - melee - 0, guns - 0, laser - 3D
7. Combat Armor - melee - 3D, guns - 3D, laser - 3D
8. Battle Dress - melee - 5D, guns - 4D, laser - 4D
Following die-roll numbers, on average, you'll see that hand to hand damage can still get through the lower armors with some luck, and guns are still deadly. Lasers generally trump all (if you can get them!).
What do you all think?