Originally posted by binky:
</font><blockquote>quote:</font><hr />Originally posted by ACK:
Which is better?
Ooooh..... I love the simpler system.... well except the hit locations which personally I think are unnecessary.
The system is similar to that outlined in At Close Quarters, which is what I was basing my modified combat system on. It however was mising some of the basic armour values which was giving me a headache. If you don't mind I think I'll borrow yours.
Only things outstanding are armour values for ablat and reflec and a way to handle ablat. Having it reduce one armour point per hit may be too much.
The other thing you may want to add is something that replicates the first hit off one stat rule, though I notice that you are handling hit loss differently so it may not be appropriate.
- Neil. </font>[/QUOTE]I was thinking 7 against laser for reflec and 4 for ablat. Your are right I do need to include those.
My only problem is penetration rules handle multiple weapons with the same damage better. In fact, I had almost decided to go with the complex system. For example shotgun becomes a special case doing 4D6 like a gauss rifle and ripping through Cloth with my system. Ugh.
On edit:
I added location stuff mainly because I wanted the combat system to be specific for me - the ref but abstract to the players. What do I mean? I keep track of my players hits anyway, always have. So, why in the heck should the player have to. Answer, they do not IMTU. I describe combat not bog them down in figures.
I describe combat like he draws and takes an unaimed shot at your character with a autopistol. The round hits you in the leg but can't penetrate the cloth ballistic you have a nasty bruise and will not be running full speed till it heals. blah..etc..etc.. I never go into details about how many hits and all that stuff. The hit location helps me feed in the flavor.
Update! - I added reflec and ablat and included myself a low pen/high damage out for shotguns and HE rounds.
Thinking of adding Jack at AV 1 and upping the AV of mesh, flack, cloth and CES all by one point.
In other words I think I have my exceptions backwards.
There should be an exception for high penetration weapons/rounds and not for high damage/low pen weapons.
Armor piercing rounds and lasers weapons cause you to have to deduct 2 points from Armor Value. With that deduction not being applicable for relec and ablat in regards to laser which they were designed to counteract.
What do you think?
This is what William (who originally pointed out the older Andy Slack rule I partially based this on) said about Armor Value :
originally sent to me by Williams:
Hello,
In his older house rules (the printout I have is dated 10/19/98) he essentially used the T4 concept of armor. That is, if you hit, you subtract the armor value from the weapons number of dice. I also use the flexable armor rule from Doug Berry's ACQ - the die per armor value point is subtracted, but the PC still takes 1 point of damage from blunt trauma for flexable types of armor.
The values I use are:
Ablat tl9 cr75 av3 against lasers only, each hit reduces av by 1.
Battle Dress tl13 cr200,000 av7
Cloth tl4 cr250 av4 flexable
Combat Armor tl11 cr20,000 av6
Combat Environment Suit tl10 cr1,000 av5, flexable (based on cloth)
Flak Jacket tl7 cr100 av3 cheap cloth, flexable
Jack tl1 cr50 av1 leather - often a flight jacket in Traveller Flexable.
Mesh tl7 cr150 av2 metal reenforced natural or synthetic leather Flexable
Reflec tl10 cr1,500 av6 only against lasers.
Hope this is of help.
William
Once again, look
here
Should I reverse the exception and make Armor Values more in line with Striker and MT?
Needing some advice.