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Classic Traveller Armor mechanics in CE

I like this idea, since I always liked the concept of 'saving throw table' in D&D. I never liked how a lot of things were based on the character rolled stats since they never changed. Saving Throws, which get better with leveling and having Attributes change the saving throw number seemed like a normal thing to me. This is one of the reasons why I like CL skills, yet some what confusing at times, since it is based on the skill level, and each skill can have a different bonus/penalty with each skill level. The rolled attributes are for careers professions and hit points MOST of the time.

Thank you again for the idea, never thought of doing this with armor values.
 
Pondering this...

Consider this, using the armor DMs for a Saving Throw against Damage...
I know it has been sometime on this thread, but I am just getting the time back again to play with my group.

Since this post, I been thinking about this concept. I liked it at first; however, since the post someone introduced me to WarHammer 40k, which I never looked at until now. I like how the dice mechanics is simple with using a d6 and having a (Attack) (wound) and (save) rolls... So the idea of your 'saving throw against damage' Made a lot of sense, and sort of just 'clicked' when I read the 'save' roll mechanic in WarHammer 40k.

Taking this idea one step further - I can see some weapons that do a critil hit or massive damage against some armor will just allow for the 'Save throw against damage' to be ignore - doing damage.

This is what I love about 2d6 and rules light games. So many great ideas can come up with just a 2d6 (who needs 3d6... looking at you complicated GURPS), and rules light just allows you to focus on story and interaction at the table without having to dig through rules.

I always like to say I 'roleplay' NOT 'rollplay'.
 
Yep... that is the best part of the 2d6 system. I want to like GURPS, I truly do, but the 3d6 just doesn't do it for me, with the multiplicity of the 2d6.
 
Tip, use different coloured dice.

The same 2d6 becomes a d66, 2d6, and two 1d6 results all of which can be used for different purposes
I have ported D&D to use a 2d6 replacement by using this very method. 2d6 roll is a d66, but one die is a red d6 for damage the 2d6 makes d66 linear to hit.
 
The very same roll could be used as a to hit roll, hit location, penetration modifier, damage modifier, special "tag" trigger all with the same roll; oh and I missed a resolution mechanic the same 2d6 roll can generate flux (1d-1d for a result of +5 to -5).
 
The very same roll could be used as a to hit roll, hit location, penetration modifier, damage modifier, special "tag" trigger all with the same roll; oh and I missed a resolution mechanic the same 2d6 roll can generate flux (1d-1d for a result of +5 to -5).
One of the neat things I did was make a roll of 12, since it only can be done on two 6s - a knock back mechanic 3 squares, and deals 6 points of damage. I got the idea from HeroClix.
 
The very same roll could be used as a to hit roll, hit location, penetration modifier, damage modifier, special "tag" trigger all with the same roll; oh and I missed a resolution mechanic the same 2d6 roll can generate flux (1d-1d for a result of +5 to -5).
Hi Mike,
I never heard 1d-1d mechanics, nor would I know how to calculate the probability of this type of rolling mechanics. Do you have resources for this type of mechanic? I am very interested in learning more about it.
 
Hi Mike,
I never heard 1d-1d mechanics, nor would I know how to calculate the probability of this type of rolling mechanics. Do you have resources for this type of mechanic? I am very interested in learning more about it.
It is used in T5 to generate something called flux in those rules. Statistically it is the same as 2d-7 for a range of -5 to +5

Result/(Probability) −5/(2.8%), −4/(5.6%), −3/(8.3%), −2/(11.1%), −1/(13.9%), 0/(16.7%), +1/(13.9%), +2/(11.1%), +3/(8.3%), +4/(5.6%), +5/(2.8%)
0 is most probable - 16.7%, while -5 and 5 are least likely - 2.8%.

66.7% of the rolls will fall between -2 and +2, just a little less than one standard deviation from the mean.
 
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Hi Mike,
I never heard 1d-1d mechanics, nor would I know how to calculate the probability of this type of rolling mechanics. Do you have resources for this type of mechanic? I am very interested in learning more about it.

It is used in T5 to generate something called FLUX in those rules. Statistically it is the same as 2d-7 for a range of -5 to +5

Result/(Probability) −5/(2.8%), −4/(5.6%), −3/(8.3%), −2/(11.1%), −1/(13.9%), 0/(16.7%), +1/(13.9%), +2/(11.1%), +3/(8.3%), +4/(5.6%), +5/(2.8%)
0 is most probable - 16.7%, while -5 and 5 are least likely - 2.8%.

66.7% of the rolls will fall between -2 and +2, just a little less than one standard deviation from the mean.

The mechanic is actually a great generalizable mechanic for any dice combination for anytime you want a probability distribution centered on "0" out to an arbitrary amount. It is the maximum value of the roll minus the minimum value of the roll to either side of zero.

FLUX (d3) would be -2 to +2 centered on "0".
FLUX (2d6) would be -10 to +10 centered on "0".
FLUX (d10) would be -9 to +9 centered on "0".
FLUX (d12) would be -11 to +11 centered on "0".
FLUX (3d12) would be -33 to +33 centered on "0".


Note that there are also "GOOD FLUX" and "BAD FLUX" Rolls:
  • GOOD FLUX: 1d-1d (Subtract Lower Roll from Higher Roll) --> yields result from 0 to +5 with sharp peak/mean @ ~ +1)
  • BAD FLUX: 1d-1d (Subtract Higher Roll from Lower Roll) --> yields result from -5 to 0 with sharp peak/mean @ ~ -1)


(As an aside: Looking at the above, I am wondering if GOOD FLUX (3d12) would be useful in some way regarding the Tech Level Chart and world generation or Precursor/Ancient/Alien artefact discovery or something . . . )
 
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