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CT Only: Convert CT weapon/armor for 3d6 dice rolls

jaz0nj4ckal

SOC-12
Not sure where this question should go in the forms, but since I am focusing greater on Classic Traveller – putting it here.

So – I have been thinking about converting CT weapon and armor (bonus/penalties) to be compatible with 3d6 dice rolls.

I will be using the character creation method from GURPS, but looking to convert armor to have a hit penalty/bonus oppose to damage reduction. I have already created a percentage hit matrix chart, so all I need to do now is convert CT weapons, armor and their associated bonus/penalties to be compatible with a 3d6 dice roll.

My aim is to super streamline GURPS and get abstract combat feel from Classic Traveller. I really like the 3d6 dice curve, and point buy of GUROPS, but love the god like simplicity of CT combat.

Looking for suggestions on how to convert CT weapons/armor bonus and penalties to work with 3d6 dice rolls.

Thanks
 
Have you looked at T20 ... the Traveller version released under the D20 OGL (which is all about 3D6 attributes)?
 
If you want to do a straight 2D6 to 3D6 combat conversion, use the Advanced Chargen (like LBB 4-7), which generated too many modifiers for a 2D6 mechanic, and change the 8+ on 2D6 to an 11+ or 12+ on 3D6.
Striker and Mercenary had more combat modifiers that you can add on as well since you have a broader curve with 3D6.
 
Have you looked at T20 ... the Traveller version released under the D20 OGL (which is all about 3D6 attributes)?

Hi Atpollard,
I am not necessarily looking for 3d6 attributes - since I am retooling GURPS. But what I am doing is converting CT weapon and armor bonuses/penalties to work with a 3d6 dice roll mechanics, so I will be using point buy from GURPS, and the 3d6 dice rolls, but convert all the Dodge/Perry etc...etc... details to a single attack roll. Armor will apply a bonus or penalty to this attack dice roll.

I am having a hard time converting CT weapon/armor bonuses and penalties - and keeping these values in a line with a 3d6 attack roll.
 
If you want to do a straight 2D6 to 3D6 combat conversion, use the Advanced Chargen (like LBB 4-7), which generated too many modifiers for a 2D6 mechanic, and change the 8+ on 2D6 to an 11+ or 12+ on 3D6.
Striker and Mercenary had more combat modifiers that you can add on as well since you have a broader curve with 3D6.

I will looking into those books - I do not have them; however, I believe someone in my group does.
 
Multiply the weapon table by 1.5 and adjust skill (as is standard for GURPS).
 
Multiply the weapon table by 1.5 and adjust skill (as is standard for GURPS).

Hi Aramis - if I am understanding you correctly - if a weapon has a +2 bonus in CT
Code:
2*1.5=+3
The same weapon would have a +3 bonus on a 3d6 task roll?
 
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Hi Aramis - if I am understanding you correctly - if a weapon has a +2 bonus in CT
Code:
2*1.5=+3
The same weapon would have a +3 bonus on a 3d6 task roll?

yes. the odd ones you'll need to decide how to round.
 
yes. the odd ones you'll need to decide how to round.

Thanks so much - this really helps me in getting the ball going on my conversion. I like the character point buy system of GURPS, the 3d6 rolls, the room for more bonus/penalties; however, I hate all the dice rolls for attack, defense, etc, etc. So, I wanted to port the simplicity of CT combat and dice rolls to GURPS and 3d6 rolls.

Would you be able to offer any suggestions on how to handle Hit Points? I was thinking about using a scale of X/0/-X. Where X is the value of attribute stat, so if a player had a stat of 10, they would have a total of 20 Hit Points, which is close to the average HP points in CT, since total Hit Points in CT is based on 3 attribute stats, and the average stat is 7.

or

I was thinking of just sticking with GURPS firearm combat rules, but make automatic firing weapons 2 attacks per turn. This would keep combat quick, and still allow for abstract combat; however, I am not sure if damage creep will happen.
 
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Low Tech Armor/Weapons Matrix

I originally thought this up when I got the T20 Traveller's Aide 1 about weapons. So, with apologies for the format (I don't want to fool around with the tables as I don't understand them) here's that chart about low-tech hand weapons and armor:

Defender's Armor: Leather Scale Chain Breastplate Half-plate Full-plate
Attacker: Hands: -2 -4 -4 -5 -7 -7
Club 1d6: +0 -1 -3 -4 -5 -7
Dagger 1d6+2: -1 -3 -4/-3 -5 -7 -7
Rapier 1d6+4: -2 -3 -4/-2 -4 -6 -6
Short sword 2d6: +0 -3 -3/-2 -4 -5 -5
Long sword 3d6: +1 -2 -3/-1 -3 -4 -5
Great sword 4d6: +2 -1 -1 -3 -4 -4
Mace 2d6: -1 -2 -3 -4 -4 -5
Great Mace 3d6: +0 -2 -2 -3 -4 -4
Spear 2d6: -1 -4 -3 -4 -5 -6
Pike 3d6: +0 -3 -2 -4 -5 -5
Halberd 4d6: +2 -3 -2 -3 -4 -4
Warhammer/Maul 4d6: +3 -2 -2 -3 -4 -4

Leather is as Jack vs. Modern Firearms; Scale and Chain are as Mesh; Plate armors are as Cloth vs. slugthrowers and Ablat vs. lasers. Each will survive 2d3 hits from these (a rule happily borrowed from a pair of games called Servants of Gaius and Sertorius - go check them out!)

I do need to put in bows now but that will happen eventually. Further, magic weapons will add modifiers (or subtract in the case of cursing magic) to this.
 
Thanks: haven't had a chance to try it out yet, but appreciate the material. So how did you arrive at the various mods?
 
I based 'em very loosely on the original version, and tried to use what (admittedly little) I knew about actual weapons and armor. However, I was thinking that even though jack/leather isn't really great it should be at least a bit better than nothing.

If you do use them feel free to modify them as needed if it makes sense for your game; I'm not of the belief that a game should be absolutely bound to the rules all the time (the It Has To Make Sense rule).

Also think about magic weapons - it would mod by 1 to however much you like. Remember, hands are weapons! :devil:
 
I originally thought this up when I got the T20 Traveller's Aide 1 about weapons. So, with apologies for the format (I don't want to fool around with the tables as I don't understand them) here's that chart about low-tech hand weapons and armor:

Defender's Armor: Leather Scale Chain Breastplate Half-plate Full-plate
Attacker: Hands: -2 -4 -4 -5 -7 -7
Club 1d6: +0 -1 -3 -4 -5 -7
Dagger 1d6+2: -1 -3 -4/-3 -5 -7 -7
Rapier 1d6+4: -2 -3 -4/-2 -4 -6 -6
Short sword 2d6: +0 -3 -3/-2 -4 -5 -5
Long sword 3d6: +1 -2 -3/-1 -3 -4 -5
Great sword 4d6: +2 -1 -1 -3 -4 -4
Mace 2d6: -1 -2 -3 -4 -4 -5
Great Mace 3d6: +0 -2 -2 -3 -4 -4
Spear 2d6: -1 -4 -3 -4 -5 -6
Pike 3d6: +0 -3 -2 -4 -5 -5
Halberd 4d6: +2 -3 -2 -3 -4 -4
Warhammer/Maul 4d6: +3 -2 -2 -3 -4 -4

Leather is as Jack vs. Modern Firearms; Scale and Chain are as Mesh; Plate armors are as Cloth vs. slugthrowers and Ablat vs. lasers. Each will survive 2d3 hits from these (a rule happily borrowed from a pair of games called Servants of Gaius and Sertorius - go check them out!)

I do need to put in bows now but that will happen eventually. Further, magic weapons will add modifiers (or subtract in the case of cursing magic) to this.

I did some modification and this worked great for what I wanted. Could not get my group together until yesterday, and we played Classic with 3d6. We had some fun, and it was great.

Still working on some house rules to convert GURPS and make it behave like CT 2.0. However, the more I make my house rules for GURPS, the more I appreciate the simplicity of Classic Traveller.
 
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