tbeard1999
SOC-14 1K
A paradox, really. I am dissatisfied with CT's "to hit" mechanism (especially when Book 4+ weapons and characters are added), but I don't object to the CT damage system.
In my mind, the CT damage system has several defining characteristics:
1. Targets take full damage since armor is accounted for in the "to hit" system.
Comment: I'm okay with this because (a) its fast and playable and (b) my (admittedly meager) reading on small arms indicates to me that body armor either stops the bullet (though the KE causes bruising, etc.) or it doesn't. There doesn't seem to be a graduated reduction of damage.
2. It's easy to KO someone on the first shot, but nearly impossible to kill someone on the first shot.
Comment: As I've said before, I consider damage to be a campaign design issue more than a rules design issue. The CT damage system seems to be a reasonable compromise -- combats will be relatively dramatic, quick, and decisive as most combatants are KOed when wounded. However the system is not particularly deadly. This can actually work to the campaign's advantage by often creating situations in which the PCs are captured rather than annihilated.
The interesting thing about CT's damage system is that it's very easy to manipulate damage to match your campaign goals without breaking the system. Simply adding 1-3 dice to gun damage will make the game deadlier. Subtracting a die will do the reverse.
And these changes won't break the system because armor is handled in a different step. In an "armor absorbs damage" system, reducing damage alone can result in impenetrable armor. Increasing damage alone can make armor useless. So you have to fiddle with damage *and* armor.
To make the game *really* deadly, yet keep the number of dice reasonable, try this:
Add 1d6 to each weapon's damage. If the a single hit (a) does 14+ points of damage and (b) reduces 2 attributes to 0, the target will die unless he makes a saving throw (8+, DM +1 if END 8+, DM +2 if END 10+). The requirement for 14+ points of damage keeps characters who are already wounded from being killed easily.
In my mind, the CT damage system has several defining characteristics:
1. Targets take full damage since armor is accounted for in the "to hit" system.
Comment: I'm okay with this because (a) its fast and playable and (b) my (admittedly meager) reading on small arms indicates to me that body armor either stops the bullet (though the KE causes bruising, etc.) or it doesn't. There doesn't seem to be a graduated reduction of damage.
2. It's easy to KO someone on the first shot, but nearly impossible to kill someone on the first shot.
Comment: As I've said before, I consider damage to be a campaign design issue more than a rules design issue. The CT damage system seems to be a reasonable compromise -- combats will be relatively dramatic, quick, and decisive as most combatants are KOed when wounded. However the system is not particularly deadly. This can actually work to the campaign's advantage by often creating situations in which the PCs are captured rather than annihilated.
The interesting thing about CT's damage system is that it's very easy to manipulate damage to match your campaign goals without breaking the system. Simply adding 1-3 dice to gun damage will make the game deadlier. Subtracting a die will do the reverse.
And these changes won't break the system because armor is handled in a different step. In an "armor absorbs damage" system, reducing damage alone can result in impenetrable armor. Increasing damage alone can make armor useless. So you have to fiddle with damage *and* armor.
To make the game *really* deadly, yet keep the number of dice reasonable, try this:
Add 1d6 to each weapon's damage. If the a single hit (a) does 14+ points of damage and (b) reduces 2 attributes to 0, the target will die unless he makes a saving throw (8+, DM +1 if END 8+, DM +2 if END 10+). The requirement for 14+ points of damage keeps characters who are already wounded from being killed easily.