creativehum
SOC-14 1K
First, I want to thank everyone for all the help and thoughts I've read here about the CT task resolution system. Working from all the folks here has let me get something that -- while not perfect (no system is!) -- will let me have some fun running the game relatively quickly. (We all want different things from a game system. Low handling time with rules is one of mine.)
Some notes:
While I love the idea of the freewheeling nature of Throws found in The Traveller Book (Throw Numbers made up by the Referee on the spot, random DMs made up on the spot, rolling above a number or under Characteristics back and forth...) it all ended up being too chaotic for me. The Players never had a sense of how what would be mattering and what wouldn't. And I'm not fond of systems that alternate rolling over and rolling under in the same game -- it's one more bit of cognitive dissonance the Players have to deal with every time they pick up the dice.
The hack below is really Mike Wightman's hack from another thread. So, thanks Mike!
The real difference is in how I handle damage. I really wanted to get rid of the ablative damage bookkeeping shenanigans. In this system, you roll to hit. If you hit, you roll to see if the guy is still a problem or knocked out of the fight (incapacitated or dead). The damage roll has no modifiers to deal with and the roll is very clear: Roll higher than the target's Armor Value, he's out. Roll the target's Amor Value or less and he's still in the fight.
The way I want it to work is that odds are you will punch through with a debilitating shot if you hit. But there is a risk you won't. So we get a weighted roll that will generally end with a fist pump in the air, but on occasion with some frustration to finally "Bring that guy down." Laser weapons don't need special rules since their Damage Dice already weights them to a penetration. Armor Piercing rounds are effective because it gives them the same Damage Value of Laser weapons.
I understand that since only higher damage values will be the one's to hit someone. Exactly. In this system you either miss, hit and the guy is still coming at you, or he's down. That's how I want it... and it's in keeping with the spirit of the CT First Blood rules.
Note that hits against NPCs and PCs are handled differently.
***
Skill Resolution
The Player states the Result he wants,
The Result may be automatic, no roll is required.
If a roll is required, the Player describes how he is going about working to get that result, what Skill he is using, and how he is using it.
Roll 2D
Typical Task is 8+
Really Hard Task is 12+
Really Hard Task includes the following definitions:
• Physically or Mentally Difficult in General
• Detrimental Circumstances/Bad Conditions (weather, under fire, lack of proper tools…)
• Lack of Vital Skill
If two or more Detrimental Circumstances are in play, the roll is impossible. A Jack-of-All-Trades removes this penalty and allows a roll.
Note: The Referee may declare that a given Result is impossible.
Bonuses
• +1DM per Skill Level or more for specialized skill in specific situation
• +1DM for roleplaying the event well
• +1DM if they have a specialist 'tool for the job'
• If a case can be made for a High Attribute being particularly effective, as judged by Referee, 9+ will gain a +1DM, 11+ will gain a +2DM
• If one character has a pertinent Characteristic value 2x the value of the opposition's Characteristic value, the character gets a +1
Combat Resolution
Roll 2D6
Weapon at Effective Range 8+
Weapon out of Effective Range, doing a snap shot, moving while firing, or fighting in Detrimental Circumstances 12+
Bonuses
• +1DM per Skill Level or more for specialized skill in specific situation
• +1DM for roleplaying the event well
• +/-DM per Classic Traveller rules for Attributes per weapon
• +/-DM per terrain (cover, darkness, etc.)
Roll damage Dice for Damage Value (DV) as per Classic Traveller Rules.
Compare Roll to Armor Value (AV)
Type..................................................AV
Jack..................................................(3)
Mesh..................................................5
Cloth..................................................8
Flak jacket ..........................................6
Ablat..................................................3 [9]
Reflec.................................................[13]
Combat environmental suit TL10.............9
Combat armor TL11.............................11
Combat armor TL12.............................13
Battle dress TL13................................13
Combat armor TL14.............................18
Battle dress TL14................................18
Values in ( ) apply only in melee. [ ] apply only to Laser Weapons.
Armor Piercing rounds add +1D to Damage Value.
If the Damage Value is less than the Armor Value, Damage does not apply
If the Damage Value is greater than the Armor Value, then:
1) If Damage is against an NPC, the NPC is out of combat
2) If the Damage is against a PC or Boss NPC, apply damager per CT rules
Some notes:
While I love the idea of the freewheeling nature of Throws found in The Traveller Book (Throw Numbers made up by the Referee on the spot, random DMs made up on the spot, rolling above a number or under Characteristics back and forth...) it all ended up being too chaotic for me. The Players never had a sense of how what would be mattering and what wouldn't. And I'm not fond of systems that alternate rolling over and rolling under in the same game -- it's one more bit of cognitive dissonance the Players have to deal with every time they pick up the dice.
The hack below is really Mike Wightman's hack from another thread. So, thanks Mike!
The real difference is in how I handle damage. I really wanted to get rid of the ablative damage bookkeeping shenanigans. In this system, you roll to hit. If you hit, you roll to see if the guy is still a problem or knocked out of the fight (incapacitated or dead). The damage roll has no modifiers to deal with and the roll is very clear: Roll higher than the target's Armor Value, he's out. Roll the target's Amor Value or less and he's still in the fight.
The way I want it to work is that odds are you will punch through with a debilitating shot if you hit. But there is a risk you won't. So we get a weighted roll that will generally end with a fist pump in the air, but on occasion with some frustration to finally "Bring that guy down." Laser weapons don't need special rules since their Damage Dice already weights them to a penetration. Armor Piercing rounds are effective because it gives them the same Damage Value of Laser weapons.
I understand that since only higher damage values will be the one's to hit someone. Exactly. In this system you either miss, hit and the guy is still coming at you, or he's down. That's how I want it... and it's in keeping with the spirit of the CT First Blood rules.
Note that hits against NPCs and PCs are handled differently.
***
Skill Resolution
The Player states the Result he wants,
The Result may be automatic, no roll is required.
If a roll is required, the Player describes how he is going about working to get that result, what Skill he is using, and how he is using it.
Roll 2D
Typical Task is 8+
Really Hard Task is 12+
Really Hard Task includes the following definitions:
• Physically or Mentally Difficult in General
• Detrimental Circumstances/Bad Conditions (weather, under fire, lack of proper tools…)
• Lack of Vital Skill
If two or more Detrimental Circumstances are in play, the roll is impossible. A Jack-of-All-Trades removes this penalty and allows a roll.
Note: The Referee may declare that a given Result is impossible.
Bonuses
• +1DM per Skill Level or more for specialized skill in specific situation
• +1DM for roleplaying the event well
• +1DM if they have a specialist 'tool for the job'
• If a case can be made for a High Attribute being particularly effective, as judged by Referee, 9+ will gain a +1DM, 11+ will gain a +2DM
• If one character has a pertinent Characteristic value 2x the value of the opposition's Characteristic value, the character gets a +1
Combat Resolution
Roll 2D6
Weapon at Effective Range 8+
Weapon out of Effective Range, doing a snap shot, moving while firing, or fighting in Detrimental Circumstances 12+
Bonuses
• +1DM per Skill Level or more for specialized skill in specific situation
• +1DM for roleplaying the event well
• +/-DM per Classic Traveller rules for Attributes per weapon
• +/-DM per terrain (cover, darkness, etc.)
Roll damage Dice for Damage Value (DV) as per Classic Traveller Rules.
Compare Roll to Armor Value (AV)
Type..................................................AV
Jack..................................................(3)
Mesh..................................................5
Cloth..................................................8
Flak jacket ..........................................6
Ablat..................................................3 [9]
Reflec.................................................[13]
Combat environmental suit TL10.............9
Combat armor TL11.............................11
Combat armor TL12.............................13
Battle dress TL13................................13
Combat armor TL14.............................18
Battle dress TL14................................18
Values in ( ) apply only in melee. [ ] apply only to Laser Weapons.
Armor Piercing rounds add +1D to Damage Value.
If the Damage Value is less than the Armor Value, Damage does not apply
If the Damage Value is greater than the Armor Value, then:
1) If Damage is against an NPC, the NPC is out of combat
2) If the Damage is against a PC or Boss NPC, apply damager per CT rules
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