True, but there are only a couple of RAI issues, the rest are RAC issues.
I disagree on that, too. It seems that every time I look at the game, I find something else wrong with it.
In addition, it doesn't really matter, does it, whether the rule is messed up because it wasn't communicated properly or if it's intent is wrong. Either way, you've got a bad rule that needs to be fixed.
The chance to hit at short range is wonky, as I explained here...
if Joe Traveller is 777777 Slug Thrower-2, then he can hit a man standing still 50 meters away, 100% of the time, every pull of the trigger, no problem.
Slug Thrower-2 must be a much better skill than what I have, because I know with my little .380 that I carry (the gun will fit in the palm of your hand), it's good for about 25 feet, and I definitely won't hit a standing person over 150 feet away every time I pull the trigger, even with the laser sight.
But, in T5, here's the task:
Difficulty: 2D for Range=2
Target: 9 for Stat + Skill
Modifier: +3 for apparent range 5-2=3
2D for 12 or less
I think that's wonky--an example of where T5 fails. Thoom agrees. But, I'm sure there will be some that will find this perfectly normal.
Here's something else that's strange about the system:
Joe Normal will have a 100% chance to hit a standing human at Range=1 and Range=2 (that's 5m and 50m), but at the next range band, his chance drop drastically.
Range=1 100% chance to hit.
Range=2 100% chance to hit.
Range=3 63% chance to hit. 4D for 11 or less
Range=4 3% chance to hit. 5D for 10 or less.
Range=5 Less than 1% chance to hit. 6D for 9 or less.
Don't you think that's a strange distribution? 100% chance out to 50meters, then 63% out to 150meters. Then, it drops to virtually no chance at all beyond that.
It's either a 100% chance, about half that, or nothing. That's a really strange distribution.
Then, there's the issue of the This-Is-Hard rule, which is mean to make a task harder if a character isn't skilled,
actually making the task easier because of the broken Spectacular Success Rule.
There are tons of these little problems with T5. They're hard to see, at first. But, once you dig in and understand the system (the parts that are understandable), a GM starts to see the cracks leading to major problems with the drive.
Whether this makes combat in T5 unplayable depends on how literal minded a person is.
Nothing is unplayable if a person is willing to create new rules to replace broken or missing ones. My point is that, at a minimum, the game should work, rules as written, no house rules necessary.
From that point, if a GM wants to House Rule something to suit his taste, then so be it. But, the game should be playable just following what is written on the page. Sadly, T5 is not that game.
Errata errata errata. We can't move forward until the errors are fixed.
Yes, Rob. Absolutely.
Fix this game enough, and I even may become a fan. But, there's LOTS of fixin' to do. T5 is broken on some major levels.