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CT Combat: STUN

Originally posted by Sigg Oddra:
Don't you have bookkeeping anyway for stat reduction ;)

You have to keep a running total of the attribute value as injuries are taken.

I keep track of it, it's easy enough to keep a tally for each character on a piece of scrap paper.
You can see how I keep track of damage. Check out the character sheet in my sig (front). There are a couple of blanks next to each physical stat. When a stat is reduced, we just record it there.

Yep, it's a tad of bookkeeping (that I'd dispense with if I could figure how), but I don't have a list of how a character is damaged.

Whether the character with STR-9 takes 4 points of damage in round one, no damage in round two, and another 4 points of damage in round three...

...or he takes two points in round one, one point in round two, and 5 points in round three...

...or he takes no damage in round one, no damage in round two, but in round three gets stunned, but makes his check, and has his STR raised to 1...

...I have no record of that during the game. Whenever we need to, we just look to see what the character's current STR is on his sheet. In the case above, all three characters have a STR-1, but they all got there in different ways.


A couple of players keep their own records as well, just so they know I'm not messing around with them
file_23.gif
In other games (especially hit point games like D&D), I've often toyed with the idea of keeping track of damage myself, not letting the players know how much actual damage they have. I'd just say, "You're feeling fine" or "Brother, you're staggering...you can barely breathe from that last blow".

I always end up not implementing that, though, because of the extra bookkeeping it would cause for me. As a GM, I've got enough on my hands. I gotta leverage the players a bit and let them take care of that work.
 
Originally posted by Sigg Oddra:
Don't you have bookkeeping anyway for stat reduction ;)

You have to keep a running total of the attribute value as injuries are taken.

I keep track of it, it's easy enough to keep a tally for each character on a piece of scrap paper.
You can see how I keep track of damage. Check out the character sheet in my sig (front). There are a couple of blanks next to each physical stat. When a stat is reduced, we just record it there.

Yep, it's a tad of bookkeeping (that I'd dispense with if I could figure how), but I don't have a list of how a character is damaged.

Whether the character with STR-9 takes 4 points of damage in round one, no damage in round two, and another 4 points of damage in round three...

...or he takes two points in round one, one point in round two, and 5 points in round three...

...or he takes no damage in round one, no damage in round two, but in round three gets stunned, but makes his check, and has his STR raised to 1...

...I have no record of that during the game. Whenever we need to, we just look to see what the character's current STR is on his sheet. In the case above, all three characters have a STR-1, but they all got there in different ways.


A couple of players keep their own records as well, just so they know I'm not messing around with them
file_23.gif
In other games (especially hit point games like D&D), I've often toyed with the idea of keeping track of damage myself, not letting the players know how much actual damage they have. I'd just say, "You're feeling fine" or "Brother, you're staggering...you can barely breathe from that last blow".

I always end up not implementing that, though, because of the extra bookkeeping it would cause for me. As a GM, I've got enough on my hands. I gotta leverage the players a bit and let them take care of that work.
 
Originally posted by Supplement Four:

=================================================
Classic Traveller Stun Rule


When one stat is reduced to 0, the damaged character may make a 2D END check. If successful, the character is stunned for 1 round, able to function normally after that penalty, and the stat reduced to 0 is raised to 1. If the check fails, then the character falls unconscious for 3D minutes (average of 10 minutes).

STUN CHECK = 2D for END or less








-------------------------------------------------
Example

Andy James 78A469

Andy is wounded in combat. His physical stats are reduced to 546 before he takes additional damage from a second enemy, making his stats 305.

Andy makes a 2D END check, rolling 2D for 5 or less. If Andy failes this check, he has been knocked unconscious for 3D minutes.

But, if Andy makes the check, he will loose his next turn but be able to act normally thereafter with his physical stats at 315.
Since I'm discussing and posting all these little rule thingies right now, I'll point out that this rule was a real hit with my group.

I mean, it's keep 'em alive, and we get to have exciting gun fights. What player wouldn't like that?

This rule has the dual purpose of keeping players alive and actually making the game a little bit more realistic (in that, if a stat goes to zero, you're not automatically knocked out for 10 exact minutes...and it brings a one round "stun" into the game).

-S4
 
Originally posted by Supplement Four:

=================================================
Classic Traveller Stun Rule


When one stat is reduced to 0, the damaged character may make a 2D END check. If successful, the character is stunned for 1 round, able to function normally after that penalty, and the stat reduced to 0 is raised to 1. If the check fails, then the character falls unconscious for 3D minutes (average of 10 minutes).

STUN CHECK = 2D for END or less








-------------------------------------------------
Example

Andy James 78A469

Andy is wounded in combat. His physical stats are reduced to 546 before he takes additional damage from a second enemy, making his stats 305.

Andy makes a 2D END check, rolling 2D for 5 or less. If Andy failes this check, he has been knocked unconscious for 3D minutes.

But, if Andy makes the check, he will loose his next turn but be able to act normally thereafter with his physical stats at 315.
Since I'm discussing and posting all these little rule thingies right now, I'll point out that this rule was a real hit with my group.

I mean, it's keep 'em alive, and we get to have exciting gun fights. What player wouldn't like that?

This rule has the dual purpose of keeping players alive and actually making the game a little bit more realistic (in that, if a stat goes to zero, you're not automatically knocked out for 10 exact minutes...and it brings a one round "stun" into the game).

-S4
 
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