Mentioned this in another thread, but it's worthy of its own thread.
IMHO, it is way too easy in CT to get (effectively) automatic hits.
The CT combat system is so fragile is that the skill, armor & range modifiers are too numerous and too high for a 2d6 system. With a base "to hit" number of 8+ (41% chance), a net +4 modifier raises this to a 4+ (91% chance). So, you wind up with weapons that have an effectively 100% chance of hitting.
A few comments on this:
First, you've got to remember that CT uses an abstract hit and damage system. When firing an automatic weapon, you don't resolve each bullet. And, when a shot from a weapon hits, even if that weapon fires one bullet, what does that really mean?
Does it mean that the character was shot?
The answer to that: It depends.
What does it depend on? It depends on how much damage the character took.
It's abstract damage.
It's very much like hit points in AD&D. A 15 point longsword strike on a fighter with 30 hit points was not really damaged all that much. He certainly wasn't cut deep. The same 15 points applied to a 2nd level fighter with 11 hit points is dying--that stroke did cause so much damage that the character will die soon.
Classic Traveller damage is no different.
If you fire a burst of 4 rounds from your SMG and "hit" your target, doing damage of: 3, 2, 2. And the target character has physical stats 876. First blood rule makes you take all damage from one stat, and STR is randomly rolled, then the target remains at 176 on his physicals.
What happened here? How many of the four bullets hit? How "damaged" is the target?
We don't really know because the attack and damage system in CT is abstract. What we have to do is take the resulting condition of the character and surmise from there.
If none of a character's physical stats are reduced to zero, then the character is considered to have suffered a Minor Wound. If another character with Medical-1 skill treats this character (no roll needed), then the hurt character is again 100% healthy in 30 minutes. This happens 100% of the time.
Does that sound like a gunshot wound to you?
And, if there is no gunshot, that means that ZERO of the 4 SMG bullets actually hit the character.
Comment #1 is that comparisons of the probability of CT weapons actually hitting their targets cannot be surmised just by looking at the probability of the dice indicating a hit. Damage has to be considered as well. Therefore, a rule like what TBeard suggests above is not necessary.
Now, consider if the First Blood rule directs all 7 points of that damage to DEX on the target with physicals 876. What happens now?
The same shot and the same damage are a bit more serious. By the rules, the character has a single stat at zero, which indicates that he has a Minor Wound that has knocked him Unconscious.
The target is laid out, unconscious, for 10 minutes, after which time, his zeroed stat is placed at the halfway point to being fully healed.
So, our 876 target is hit, and his stats are reduced to 806. This means that the character is knocked out for 10 minutes. Then, the character is considered to have a minor wound with stats 836. And, he can recover the remaining 4 DEX points in 30 minutes if he receives medical attention from a character with Medic-1 skill or higher.
The character is completely healed in 40 minutes. Does that sound like a gunshot wound to you?
My comment #1 stands.
Now...consider a character with stats 346 (a very viable CT character). If this character is hit by the same SMG burst, and the First Blood rule reduced the character to physicals 006, then this character HAS BEEN SHOT!
Why?
Because two stats at zero indicates a Serious Wound, and serious wounds require the medical care and healing time that you would think appropriate for gunshot wounds.
Comment #2: In order for a CT weapon to be considered to actually hit a target--a hit meaning that the weapon fired a bullet and at least one bullet slammed into the target--then at least TWO stats must go to zero for this assumption about the abstract system to be true.
Many people decry the SMG in CT saying that it's almost an automatic hit weapon, but it's really not--because the percentage damage of a SMG actually hitting and damaging a target to the point where the target could be considered "shot" is a much different percentage than the SMG being used to just hit and damage a target.
Make sense?
In addition, just as I've shown above, the CT system is abstract, and the same damage rolled can be considered differently depending on the effect that damage has on the target. The total 7 points of damage could kill a character with stats 232, but the same damage won't even be considered a real bullet hit on a character with stats 9A8.
It's an abstract system, thus TBeard's musing above are based on an invalid assumption.
Second, Classic Traveller uses a hit-and-penetrate system (just like AD&D). An SMG, fired a Short range, against an unarmored target will "hit" 100% of the time (+5 for No Armor, and +3 for Short Range).
But, as I've shown above, this is not the same as saying that an SMG will hit an damage a target so that two of the target's stats will be reduced to zero.
Therefore, at least some of the SMG's "hits" are not real hits at all. Bullets do not come into contact with flesh.
In order to determine if a target is really hit by a bullet, we have to consider the effects of the weapon's damage.
All of this is illustrated above.
Now, consider a foe wearing combat armor and a character firing at him using an SMG, at Short range. Given SMG-0 as the skill for the shooter and DEX 7, the shooter needs a 9+ to "hit" the target.
You've got to remember that the roll to hit in a CT game
is actually a roll to hit and damage the target. To hit and penetrate armor. What happens if the SMG character rolls a 5? Does this mean that he missed the target completely?
Maybe.
But, maybe not. Maybe bullets actually hit the target but the armor completely deflected the burst, protecting the armored foe.
We don't really know what happened....because...it's an abstract system.
Third. In real life, combatants do not stand out in the open. Soldiers are taught to move from cover to cover. I think the cover rule is overlooked so much in CT because it was absent from the LLBs. It's certainly in the Traveller Book, though, and all my Traveller gaming life, we've used the rule.
Characters who are behind cover, according to the rule, cannot be attacked. If a target exposes himself--say, when he fires back at his attacker--then he can be attacked but at a DM -4 penalty.
Comment #3: When making any comparison of CT weapons and the percentage chance that they will "hit" a target, the Cover rule should be considered (unless we're just doing static target practice) as well as the effect of damage on the target discussed above.
In Sum: CT uses an abstract combat system. Just like AD&D, a sword swing can mean little injury was caused on the target, or the same swing can mean the defender was run through with the blade. Actual bullet hits from CT weapons must be considered in the same way.
The resulting damage CT weapon hit is much more indicative of an actual bullet hit being made than just looking at the chance the weapon has to damage the target (because that damage may be minimal).