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Classic Traveller Combat?

Originally posted by Supplement Four:
I've always liked that about CT. A player will pick a weapon for his character that is best suited to his character--rather than the weapon that does the most damage (because of the Adv/DisAdv DMs).

And, like in the real world, it made it easy to create "like" weapons with slightly different specs. You can have an AK-47 and an M-16 lie side by side. In T4 terms, these are the exact same weapons. But, in CT terms, they may be the exact same weapons...but if the GM chooses, its easy to tweak a single DM by a point making the AK-47 have slightly different characteristics than the M-16 (as the weapons do in the real world).

I always thought that was brilliant about CT. [/QB]
I dunno if I find it brilliant, but it was state of the art for 1977 (although to be fair, D&D's "Greyhawk" supplement [1976] had a matrix for individual weapons vs individula armor effects.

Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine". The problem was that it was a reference hassle to determine the final to hit number. We made "Snapshot" style combined to-hit charts (ours was originally based off the Judges' Guild referee screen), so there was a very limited amount of space available.

In my campaign, I'll occasionally make different brands of similar weapons behave a little differently, and Striker works okay for that. Typically, I'll apply a small advantage (+1 Pen for instance, due to a slightly longer barrel) and a small disadvantage (-1 to hit due to more recoil).

Striker lets me do this if I'm in the mood, without requiring me to go to a lot of trouble.

--Ty
 
Originally posted by Supplement Four:
I've always liked that about CT. A player will pick a weapon for his character that is best suited to his character--rather than the weapon that does the most damage (because of the Adv/DisAdv DMs).

And, like in the real world, it made it easy to create "like" weapons with slightly different specs. You can have an AK-47 and an M-16 lie side by side. In T4 terms, these are the exact same weapons. But, in CT terms, they may be the exact same weapons...but if the GM chooses, its easy to tweak a single DM by a point making the AK-47 have slightly different characteristics than the M-16 (as the weapons do in the real world).

I always thought that was brilliant about CT. [/QB]
I dunno if I find it brilliant, but it was state of the art for 1977 (although to be fair, D&D's "Greyhawk" supplement [1976] had a matrix for individual weapons vs individula armor effects.

Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine". The problem was that it was a reference hassle to determine the final to hit number. We made "Snapshot" style combined to-hit charts (ours was originally based off the Judges' Guild referee screen), so there was a very limited amount of space available.

In my campaign, I'll occasionally make different brands of similar weapons behave a little differently, and Striker works okay for that. Typically, I'll apply a small advantage (+1 Pen for instance, due to a slightly longer barrel) and a small disadvantage (-1 to hit due to more recoil).

Striker lets me do this if I'm in the mood, without requiring me to go to a lot of trouble.

--Ty
 
Originally posted by tbeard1999:
Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine".
See, I took LKW's words in the "From the Management" column of JTAS #2 to heart, way back when (where LKW shows how many, many different pieces of equipment can be made using what's already in Traveller as a base then altering it...I mean, heck, who needs FF&S?).

If I needed a quick carbine, on-the-fly, during a game, I just use the carbine "as-is".

But, as I detail my adventures and worlds that my players explore, I'll make "specific examples" of carbines. I'll name that carbine: "This in a Matrindale 550-s, very rare." I might say that, due to it's unique rifling scheme, the weapon is +1 DM better (adjust the DM tables) at Short and Medium range than a standard carbine.

See, I consider the "carbine" in Book 1 to be the generic, every-day version of that type of weapon. I figure there are a lot of variations, though, with slightly different stats.

Maybe there's a different type of stock, made of a composite material, that not only makes the weapon lighter, but also absorbes some of the weapon's recoil....translating into a change in the Min/Max DEX stats to use the weapon.

I find, putting these types of things into games not only makes the gaming universe seem more real and immersive, but it also gives the GM some nifty equipment he can drop into a game to reward players.

It's not like it just being another type of carbine laying over there in the grass, dropped by the dead Vargr. That one's got a special clip fitted to the weapon using over-sized ammo. The ammo does +1 point of damage per damage die (+3 damage), but is also hard to find and can only be used on specially bored out weapons like this. Also range is decreased, and ammo capacity of decreased...

...you get the idea.

Allow the player to obtain something "cool" in the game...not just another ho-hum carbine.

This is not unlike your fantasy character finding that cool +3 sword.
 
Originally posted by tbeard1999:
Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine".
See, I took LKW's words in the "From the Management" column of JTAS #2 to heart, way back when (where LKW shows how many, many different pieces of equipment can be made using what's already in Traveller as a base then altering it...I mean, heck, who needs FF&S?).

If I needed a quick carbine, on-the-fly, during a game, I just use the carbine "as-is".

But, as I detail my adventures and worlds that my players explore, I'll make "specific examples" of carbines. I'll name that carbine: "This in a Matrindale 550-s, very rare." I might say that, due to it's unique rifling scheme, the weapon is +1 DM better (adjust the DM tables) at Short and Medium range than a standard carbine.

See, I consider the "carbine" in Book 1 to be the generic, every-day version of that type of weapon. I figure there are a lot of variations, though, with slightly different stats.

Maybe there's a different type of stock, made of a composite material, that not only makes the weapon lighter, but also absorbes some of the weapon's recoil....translating into a change in the Min/Max DEX stats to use the weapon.

I find, putting these types of things into games not only makes the gaming universe seem more real and immersive, but it also gives the GM some nifty equipment he can drop into a game to reward players.

It's not like it just being another type of carbine laying over there in the grass, dropped by the dead Vargr. That one's got a special clip fitted to the weapon using over-sized ammo. The ammo does +1 point of damage per damage die (+3 damage), but is also hard to find and can only be used on specially bored out weapons like this. Also range is decreased, and ammo capacity of decreased...

...you get the idea.

Allow the player to obtain something "cool" in the game...not just another ho-hum carbine.

This is not unlike your fantasy character finding that cool +3 sword.
 
Originally posted by tbeard1999:
In my campaign, I'll occasionally make different brands of similar weapons behave a little differently, and Striker works okay for that. Typically, I'll apply a small advantage (+1 Pen for instance, due to a slightly longer barrel) and a small disadvantage (-1 to hit due to more recoil).

Striker lets me do this if I'm in the mood, without requiring me to go to a lot of trouble.

--Ty
You could do exactly the same in LBB1/LBB4 - alter a chance to hit by 1 here and there, or alter the required/advantageous strength/dexterity by 1 in any direction.

The two big advantages Striker has over LBB1 are:

1) Integrated vehicles, support weapons, artillery, missiles, even starships (though the latter are somewhat cumbersome in their implementation) into combat.

2) Bloody war-movie flavor. A gun shot in Striker has a chance of killing an unarmored (or lightly armored) person in one shot; bigger guns kill heavily armored personnel as well. Under LBB1, only a person with all his physical attributes beings 6 or less has a chance to get killed by one small-arm (3D) shot unless he's wounded; the "first blood" has a good chance of knocking someone out, though. Ofcourse, this is an advantage only if you want this kind of feel in your game.
 
Originally posted by tbeard1999:
In my campaign, I'll occasionally make different brands of similar weapons behave a little differently, and Striker works okay for that. Typically, I'll apply a small advantage (+1 Pen for instance, due to a slightly longer barrel) and a small disadvantage (-1 to hit due to more recoil).

Striker lets me do this if I'm in the mood, without requiring me to go to a lot of trouble.

--Ty
You could do exactly the same in LBB1/LBB4 - alter a chance to hit by 1 here and there, or alter the required/advantageous strength/dexterity by 1 in any direction.

The two big advantages Striker has over LBB1 are:

1) Integrated vehicles, support weapons, artillery, missiles, even starships (though the latter are somewhat cumbersome in their implementation) into combat.

2) Bloody war-movie flavor. A gun shot in Striker has a chance of killing an unarmored (or lightly armored) person in one shot; bigger guns kill heavily armored personnel as well. Under LBB1, only a person with all his physical attributes beings 6 or less has a chance to get killed by one small-arm (3D) shot unless he's wounded; the "first blood" has a good chance of knocking someone out, though. Ofcourse, this is an advantage only if you want this kind of feel in your game.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine".
See, I took LKW's words in the "From the Management" column of JTAS #2 to heart...I mean, heck, who needs FF&S?).

If I needed a quick carbine, on-the-fly, during a game, I just use the carbine "as-is".

But, as I detail my adventures and worlds that my players explore, I'll make "specific examples" of carbines. ...

I find, putting these types of things into games not only makes the gaming universe seem more real and immersive, but it also gives the GM some nifty equipment he can drop into a game to reward players.

...you get the idea.

Allow the player to obtain something "cool" in the game...not just another ho-hum carbine.

This is not unlike your fantasy character finding that cool +3 sword.
</font>[/QUOTE]Oh, I agree that having stock weapon variants can add flavor to a campaign. I don't, however, think that the CT combat system is particularly superior to the Striker system in this respect. With the Striker system, you can vary at least 19 variables with a weapon -- +DEX, -DEX, modifiers for +DEX or -DEX, Mass, Cost, Ammo Cost, Effective, Long and Extreme ranges, Penetration at the 3 ranges, to hit bonus at 3 ranges, autofire bonuses at 3 ranges. And that doesn't include the ability to change a weapon's ratings vs any of the 5+ armor classes. That's a pretty serious amount of variety.

And the CT combat system has some serious limitations when you (a) use military weaponry from Book 4; or (b) when you introduce Book 4+ characters who often have very high skill levels (it isn't uncommon in my experience for Mercenary characters to have 5+ levels of Combat Rifleman).

The result are weapons that hit *and* cause damage virtually automatically. I'm not a huge fan of this, and since my campaigns have lots of automatic weapons and gunfire, the CT system is particularly ill suited for me. Of course, the CT system works fine with Book 2 weaponry.

Now, to be fair, high skill levels and automatic weapon bonuses do tend to make hits with Striker weapons pretty common as well. But the bullet still has to get through the armor, which is dependent on the weapon's penetration and the armor's protection level.

Oh, and agreed on FF&S.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
Ironically, it had the practical effect in my campaign of limiting the number of weapons. A "carbine" was a "carbine" was a "carbine".
See, I took LKW's words in the "From the Management" column of JTAS #2 to heart...I mean, heck, who needs FF&S?).

If I needed a quick carbine, on-the-fly, during a game, I just use the carbine "as-is".

But, as I detail my adventures and worlds that my players explore, I'll make "specific examples" of carbines. ...

I find, putting these types of things into games not only makes the gaming universe seem more real and immersive, but it also gives the GM some nifty equipment he can drop into a game to reward players.

...you get the idea.

Allow the player to obtain something "cool" in the game...not just another ho-hum carbine.

This is not unlike your fantasy character finding that cool +3 sword.
</font>[/QUOTE]Oh, I agree that having stock weapon variants can add flavor to a campaign. I don't, however, think that the CT combat system is particularly superior to the Striker system in this respect. With the Striker system, you can vary at least 19 variables with a weapon -- +DEX, -DEX, modifiers for +DEX or -DEX, Mass, Cost, Ammo Cost, Effective, Long and Extreme ranges, Penetration at the 3 ranges, to hit bonus at 3 ranges, autofire bonuses at 3 ranges. And that doesn't include the ability to change a weapon's ratings vs any of the 5+ armor classes. That's a pretty serious amount of variety.

And the CT combat system has some serious limitations when you (a) use military weaponry from Book 4; or (b) when you introduce Book 4+ characters who often have very high skill levels (it isn't uncommon in my experience for Mercenary characters to have 5+ levels of Combat Rifleman).

The result are weapons that hit *and* cause damage virtually automatically. I'm not a huge fan of this, and since my campaigns have lots of automatic weapons and gunfire, the CT system is particularly ill suited for me. Of course, the CT system works fine with Book 2 weaponry.

Now, to be fair, high skill levels and automatic weapon bonuses do tend to make hits with Striker weapons pretty common as well. But the bullet still has to get through the armor, which is dependent on the weapon's penetration and the armor's protection level.

Oh, and agreed on FF&S.
 
Originally posted by tbeard1999:
The result are weapons that hit *and* cause damage virtually automatically.
I'm working on a two-roll CT damage system. Yes, it adds a new roll to the mix, but I think it will be "fun" during the game. Although not inspired by it, the thought of a "defense" roll is not new. Star Wars D6 (one of my all-time favorite games) for instance, has an optional rule for this type of thing.

"That Vargr fired his weapon and will hit you unless you EVADE!"

I picture a roll of 8+ needed to-hit. Many hits will be scored, but not all. If a hit is scored, then the target rolls a defense roll. If the defense roll is equal to or higher than the amount of the attack, the attack misses. Otherwise, it hits.

If the 8+ roll is not made on the attack roll, no defense roll is needed.

I'm still working on this, but once I get all the kinks worked out, I think it will eliviate some of the trouble you cite with the vanilla Book 1 system.

For example, all gun fire damage will be taken straight, summed together, from a single stat (just like the first blood rule, except that every gunshot will be handled this way). Brawling/Blade combat will be handled in the normal fashion where damage is taken in solid die from stats of the defender's choosing.

This way, the focus is to avoid being shot (the defense roll), but if you are shot, you'll probably be hurt badly. I'm setting it up to where actually getting shot is a difficult thing to accomplish (to keep characters alive), but a character, if shot, can also die, flat out, from a single gunshot wound.

Brawling/Blade combat is a different matter--more akin to vanilla CT as-is.
 
Originally posted by tbeard1999:
The result are weapons that hit *and* cause damage virtually automatically.
I'm working on a two-roll CT damage system. Yes, it adds a new roll to the mix, but I think it will be "fun" during the game. Although not inspired by it, the thought of a "defense" roll is not new. Star Wars D6 (one of my all-time favorite games) for instance, has an optional rule for this type of thing.

"That Vargr fired his weapon and will hit you unless you EVADE!"

I picture a roll of 8+ needed to-hit. Many hits will be scored, but not all. If a hit is scored, then the target rolls a defense roll. If the defense roll is equal to or higher than the amount of the attack, the attack misses. Otherwise, it hits.

If the 8+ roll is not made on the attack roll, no defense roll is needed.

I'm still working on this, but once I get all the kinks worked out, I think it will eliviate some of the trouble you cite with the vanilla Book 1 system.

For example, all gun fire damage will be taken straight, summed together, from a single stat (just like the first blood rule, except that every gunshot will be handled this way). Brawling/Blade combat will be handled in the normal fashion where damage is taken in solid die from stats of the defender's choosing.

This way, the focus is to avoid being shot (the defense roll), but if you are shot, you'll probably be hurt badly. I'm setting it up to where actually getting shot is a difficult thing to accomplish (to keep characters alive), but a character, if shot, can also die, flat out, from a single gunshot wound.

Brawling/Blade combat is a different matter--more akin to vanilla CT as-is.
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
The result are weapons that hit *and* cause damage virtually automatically.
I'm working on a two-roll CT damage system. Yes, it adds a new roll to the mix, but I think it will be "fun" during the game. Although not inspired by it, the thought of a "defense" roll is not new. Star Wars D6 (one of my all-time favorite games) for instance, has an optional rule for this type of thing.

"That Vargr fired his weapon and will hit you unless you EVADE!"

I picture a roll of 8+ needed to-hit. Many hits will be scored, but not all. If a hit is scored, then the target rolls a defense roll. If the defense roll is equal to or higher than the amount of the attack, the attack misses. Otherwise, it hits.

If the 8+ roll is not made on the attack roll, no defense roll is needed.

I'm still working on this, but once I get all the kinks worked out, I think it will eliviate some of the trouble you cite with the vanilla Book 1 system.

For example, all gun fire damage will be taken straight, summed together, from a single stat (just like the first blood rule, except that every gunshot will be handled this way). Brawling/Blade combat will be handled in the normal fashion where damage is taken in solid die from stats of the defender's choosing.

This way, the focus is to avoid being shot (the defense roll), but if you are shot, you'll probably be hurt badly. I'm setting it up to where actually getting shot is a difficult thing to accomplish (to keep characters alive), but a character, if shot, can also die, flat out, from a single gunshot wound.

Brawling/Blade combat is a different matter--more akin to vanilla CT as-is.
</font>[/QUOTE]I was never able to come up with an agreeable 3 roll system like you describe. I've always been a little annoyed by the parry rolls in Runequest or defense rolls in GURPS. Maybe you'll have more success.

One thing I have toyed with is to simply assume *all* shots hit unless the target dodges, with the firer's skill (and other "to hit" modifiers) being a modifier to the dodger's roll. In Striker terms, the base dodge roll would be a 6+. If shot at by an assault rifle, with standard skill and autofire modifiers of +4, I'd say to the player "He shoots you. Roll a dodge at -4"

This system involves the player (and takes a lot of die rolling off the referee). It also limits the referee's ability to manipulate the dice, which may be a Good Thing or a Bad Thing depending on the group.

IMHO, the CT combat system is simply too limited to handle the range of weapons that it was asked to handle. A 2d6 roll with 8+ as the nominal base success roll does not give room for many modifiers. A mere +3 converts the to hit chance from about 40% to 83%. And the bell curve makes the extremes nearly useless. A 4+ to hit isn't materially worse than a 2+; while a 10+ to hit isn't really much better than a 12+ to hit. In both cases you'll hit or miss the vast majority of the time. This makes the range of *meaningful* modifiers quite small...say +/-3.

With gun combat skill levels ranging between 1-5 (and levels even higher aren't uncommon with Book 4), and DEX modifiers for combat rifles being +2 at DEX 8, it's very easy to break the system.

Striker suffers from this as well, but the problem is mitigated somewhat by the presence of a penetration roll that has few external modifiers.

If I were gonna try to fix CT, I'd address the fact that the external (i.e., non-range and non-armor) modifiers can easily break the 2d6 range.

The best solution I've found (that requires the least amount of surgery) is to reduce the all "external modifiers". Reduce all positive/negative DEX DMs to +/-1. Then use half the gun combat skill, rounded down.

Some comparisons: A man with a positive DEX modifier and Combat Rifle-3 fires an ACR burst (DS) at an cloth armored target at short range. He does likewise with an assault rifle.

In CT, he hits with the ACR on a 2+ (100%). With my system, he hits on a 5+ (83%).

In CT, he hits with the assault rifle on a 3+ (97%). With my system, he hits on a 6+ (72%).

I'd leave the negative modifiers (evasion, drawing a weapon, etc.) as is unless playtestig shows a problem.

An alternative would be to use a d12 instead of 2d6 and leave all the modifiers the same. This would help mitigate the automatic hit problem to some degree. Using a d20 with a to hit target number of 12+ would work very well. In that case, the ACR would hit on a 6+ (75%) and the assault rifle would hit on a 7+ (70%).

Of course, at the end of the day I'm not sure the result is worth the effort.

--Ty
 
Originally posted by Supplement Four:
</font><blockquote>quote:</font><hr />Originally posted by tbeard1999:
The result are weapons that hit *and* cause damage virtually automatically.
I'm working on a two-roll CT damage system. Yes, it adds a new roll to the mix, but I think it will be "fun" during the game. Although not inspired by it, the thought of a "defense" roll is not new. Star Wars D6 (one of my all-time favorite games) for instance, has an optional rule for this type of thing.

"That Vargr fired his weapon and will hit you unless you EVADE!"

I picture a roll of 8+ needed to-hit. Many hits will be scored, but not all. If a hit is scored, then the target rolls a defense roll. If the defense roll is equal to or higher than the amount of the attack, the attack misses. Otherwise, it hits.

If the 8+ roll is not made on the attack roll, no defense roll is needed.

I'm still working on this, but once I get all the kinks worked out, I think it will eliviate some of the trouble you cite with the vanilla Book 1 system.

For example, all gun fire damage will be taken straight, summed together, from a single stat (just like the first blood rule, except that every gunshot will be handled this way). Brawling/Blade combat will be handled in the normal fashion where damage is taken in solid die from stats of the defender's choosing.

This way, the focus is to avoid being shot (the defense roll), but if you are shot, you'll probably be hurt badly. I'm setting it up to where actually getting shot is a difficult thing to accomplish (to keep characters alive), but a character, if shot, can also die, flat out, from a single gunshot wound.

Brawling/Blade combat is a different matter--more akin to vanilla CT as-is.
</font>[/QUOTE]I was never able to come up with an agreeable 3 roll system like you describe. I've always been a little annoyed by the parry rolls in Runequest or defense rolls in GURPS. Maybe you'll have more success.

One thing I have toyed with is to simply assume *all* shots hit unless the target dodges, with the firer's skill (and other "to hit" modifiers) being a modifier to the dodger's roll. In Striker terms, the base dodge roll would be a 6+. If shot at by an assault rifle, with standard skill and autofire modifiers of +4, I'd say to the player "He shoots you. Roll a dodge at -4"

This system involves the player (and takes a lot of die rolling off the referee). It also limits the referee's ability to manipulate the dice, which may be a Good Thing or a Bad Thing depending on the group.

IMHO, the CT combat system is simply too limited to handle the range of weapons that it was asked to handle. A 2d6 roll with 8+ as the nominal base success roll does not give room for many modifiers. A mere +3 converts the to hit chance from about 40% to 83%. And the bell curve makes the extremes nearly useless. A 4+ to hit isn't materially worse than a 2+; while a 10+ to hit isn't really much better than a 12+ to hit. In both cases you'll hit or miss the vast majority of the time. This makes the range of *meaningful* modifiers quite small...say +/-3.

With gun combat skill levels ranging between 1-5 (and levels even higher aren't uncommon with Book 4), and DEX modifiers for combat rifles being +2 at DEX 8, it's very easy to break the system.

Striker suffers from this as well, but the problem is mitigated somewhat by the presence of a penetration roll that has few external modifiers.

If I were gonna try to fix CT, I'd address the fact that the external (i.e., non-range and non-armor) modifiers can easily break the 2d6 range.

The best solution I've found (that requires the least amount of surgery) is to reduce the all "external modifiers". Reduce all positive/negative DEX DMs to +/-1. Then use half the gun combat skill, rounded down.

Some comparisons: A man with a positive DEX modifier and Combat Rifle-3 fires an ACR burst (DS) at an cloth armored target at short range. He does likewise with an assault rifle.

In CT, he hits with the ACR on a 2+ (100%). With my system, he hits on a 5+ (83%).

In CT, he hits with the assault rifle on a 3+ (97%). With my system, he hits on a 6+ (72%).

I'd leave the negative modifiers (evasion, drawing a weapon, etc.) as is unless playtestig shows a problem.

An alternative would be to use a d12 instead of 2d6 and leave all the modifiers the same. This would help mitigate the automatic hit problem to some degree. Using a d20 with a to hit target number of 12+ would work very well. In that case, the ACR would hit on a 6+ (75%) and the assault rifle would hit on a 7+ (70%).

Of course, at the end of the day I'm not sure the result is worth the effort.

--Ty
 
Originally posted by tbeard1999:
I was never able to come up with an agreeable 3 roll system like you describe.

(And, snipety...)
You make valid points.

Here's why I think my system is going to work: There are several stop-gaps that keep you from going forward, wasting time.

First, the attack roll is made. There's a few DMs. 8+ hits. 7- doesn't.

If you roll a 7-, we're done. Move on.

If cover is a factor in the shot (say, a character leaning around the corner of a doorway firing his pistol), then we roll hit location. If the hit location is "covered", then we're done. Move on. Otherwise, we move to the next step.

The defending character gets a defense roll, and if that roll is equal to or higher than the attack roll, we're done. The shot is a miss.

Otherwise, we roll damage.

What I'm trying to say is that most shots won't make it through this entire process. Since fire combat is so much more deadly in this new system I'm creating, players will fear gunfights. Gunshots can kill you. They'll use cover, as in real life, whenever possible. They'll wear bodyarmor when they can.

So, if the 8+ on the attack roll isn't made, we're done. Move on to the next character in the combat round.

If the shot hits a covered area, then we're done. Move on.

Then, the defense roll is made for evasion, and if this is successful, we're done.

I'll need to playtest it, but I think it'll play quickly--and I know it doesn't sound like it's very quick. Quick is important to my group, so if I don't make it quick, I'll hear things said like, "Let's go back to the old system we were using."

They like quick.
 
Originally posted by tbeard1999:
I was never able to come up with an agreeable 3 roll system like you describe.

(And, snipety...)
You make valid points.

Here's why I think my system is going to work: There are several stop-gaps that keep you from going forward, wasting time.

First, the attack roll is made. There's a few DMs. 8+ hits. 7- doesn't.

If you roll a 7-, we're done. Move on.

If cover is a factor in the shot (say, a character leaning around the corner of a doorway firing his pistol), then we roll hit location. If the hit location is "covered", then we're done. Move on. Otherwise, we move to the next step.

The defending character gets a defense roll, and if that roll is equal to or higher than the attack roll, we're done. The shot is a miss.

Otherwise, we roll damage.

What I'm trying to say is that most shots won't make it through this entire process. Since fire combat is so much more deadly in this new system I'm creating, players will fear gunfights. Gunshots can kill you. They'll use cover, as in real life, whenever possible. They'll wear bodyarmor when they can.

So, if the 8+ on the attack roll isn't made, we're done. Move on to the next character in the combat round.

If the shot hits a covered area, then we're done. Move on.

Then, the defense roll is made for evasion, and if this is successful, we're done.

I'll need to playtest it, but I think it'll play quickly--and I know it doesn't sound like it's very quick. Quick is important to my group, so if I don't make it quick, I'll hear things said like, "Let's go back to the old system we were using."

They like quick.
 
I found a workable "2-roll" for me:

roll to hit as per striker

Roll (2d6+Pen-AV), and use this number as the damage die "roll" for each CT/B4 damage die

Players then apply those as normal CT damage dice rolls.

EG: Jokh Has CRM 8: he nearly auto-hits everything... as he should.

His damage with an ACR is 2d6+3-AV times the 4d of the ACR (I'm winging form memory... I'm PROBABLY off) SO, he rolls a 7, and the target is in Combat , target takes rolls of 2,2,2,2 and reduces stats.

If he rolled a 12 instead, that's 7,7,7,7... a likely kill.

For a kinder, more action game, divide it by 2 or 3 before hand.

For Brutal but not so lethal, each die is reudced from the previous by 1 or by half, to a minimum of 0
-1 examples
the 7: 2,1,0,0 (3 instead of 8)
the 12: 7,6,5,4 (22 instead of 28)

halving examples, FRD
the 7: 2,1,0,0 (3 instead of 8)
the 12: 7,3,1,0 (11 instead of 28)

Halving examples, FRU (note that makes minimum 1/die)
the 7: 2,1,1,1 (5 instead of 8)
the 12: 7,4,2,1 (14 instead of 28)
 
I found a workable "2-roll" for me:

roll to hit as per striker

Roll (2d6+Pen-AV), and use this number as the damage die "roll" for each CT/B4 damage die

Players then apply those as normal CT damage dice rolls.

EG: Jokh Has CRM 8: he nearly auto-hits everything... as he should.

His damage with an ACR is 2d6+3-AV times the 4d of the ACR (I'm winging form memory... I'm PROBABLY off) SO, he rolls a 7, and the target is in Combat , target takes rolls of 2,2,2,2 and reduces stats.

If he rolled a 12 instead, that's 7,7,7,7... a likely kill.

For a kinder, more action game, divide it by 2 or 3 before hand.

For Brutal but not so lethal, each die is reudced from the previous by 1 or by half, to a minimum of 0
-1 examples
the 7: 2,1,0,0 (3 instead of 8)
the 12: 7,6,5,4 (22 instead of 28)

halving examples, FRD
the 7: 2,1,0,0 (3 instead of 8)
the 12: 7,3,1,0 (11 instead of 28)

Halving examples, FRU (note that makes minimum 1/die)
the 7: 2,1,1,1 (5 instead of 8)
the 12: 7,4,2,1 (14 instead of 28)
 
6 Terms, lucky on skill rolls...

Seriously, I've had several Bk4 characters with skills into the 6-8 range.

Combat Rifleman is usually the choice.

One of the things MT did for my players was force them away from one-skill-wonders...
 
6 Terms, lucky on skill rolls...

Seriously, I've had several Bk4 characters with skills into the 6-8 range.

Combat Rifleman is usually the choice.

One of the things MT did for my players was force them away from one-skill-wonders...
 
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