tbeard1999
SOC-14 1K
Despite the fact that hit points are a lousy way of modeling gunshot wounds, I am reluctantly coming to believe that players like hit points. And at the end of the day, I am their humble servant.
Unfortunately, I just can't stomach the CT combat system. So, I am gonna adapt the T4 combat system (which I think is the best Traveller combat system since Striker and far easier to adapt).
The T4 damage/armor system is elegant, in my opinion. Essentially, weapons do x dice of damage and armor subtracts X dice. High penetration weapons are handled well -- the weapon gets more dice, but the maximum damage is 3 dice (4 dice for shotguns). A nice touch -- flexible armor doesn't completely elimate a die; it reduces it to 1 point.
My only problem with this system is that the referee has to disclose to the players how much armor the target has, and I've made my peace with that.
Here are my thoughts:
8+ to hit with the following modifiers:
+Weapon Skill
+DEX DM (I'd still drop all of the +2 mods to a +1)
+0 at T4 effective range; -1 at each range band beyond that.
+2 if pistol at C range
-2 if rifle at C range
-3 target evadng
-3 for group hits if applicable
I'll use CT autofire and burst rules initially.
Since I don't like telling the players how much armor the target is wearing, this is the best workaround I can come up with.
After scoring a hit, the player rolls the weapon's maximum damage (3 or 4 dice). If armor would have reduced the damage dice, the referee eliminates the player's damage dice in order from lowest to highest (if he wants to give the players the benefit). If he wants to give the players less of a benefit, he reduces the lowest, then the highest, then the lowest, etc. This means that the player should call out his individual rolls -- "I rolled a 3, a 4, and a 6". Doing so in ascending order would be a big help.
Comments? In particular, does anyone see any significant problem using T4 range bands instead of CT range bands? The T4 range bands work better with 1.5m interior grids anyhow.
If this works, I get (a) a better combat system than CT (IMHO, of course); and (b) easy access to T4 weapons and vehicles.
(Not trying to be rude, but I really do want to try this system out. I'm not interested in discussion other combat systems at this time. So please limit comments to the T4 system and how to adapt it to CT. Thanks.)
Unfortunately, I just can't stomach the CT combat system. So, I am gonna adapt the T4 combat system (which I think is the best Traveller combat system since Striker and far easier to adapt).
The T4 damage/armor system is elegant, in my opinion. Essentially, weapons do x dice of damage and armor subtracts X dice. High penetration weapons are handled well -- the weapon gets more dice, but the maximum damage is 3 dice (4 dice for shotguns). A nice touch -- flexible armor doesn't completely elimate a die; it reduces it to 1 point.
My only problem with this system is that the referee has to disclose to the players how much armor the target has, and I've made my peace with that.
Here are my thoughts:
8+ to hit with the following modifiers:
+Weapon Skill
+DEX DM (I'd still drop all of the +2 mods to a +1)
+0 at T4 effective range; -1 at each range band beyond that.
+2 if pistol at C range
-2 if rifle at C range
-3 target evadng
-3 for group hits if applicable
I'll use CT autofire and burst rules initially.
Since I don't like telling the players how much armor the target is wearing, this is the best workaround I can come up with.
After scoring a hit, the player rolls the weapon's maximum damage (3 or 4 dice). If armor would have reduced the damage dice, the referee eliminates the player's damage dice in order from lowest to highest (if he wants to give the players the benefit). If he wants to give the players less of a benefit, he reduces the lowest, then the highest, then the lowest, etc. This means that the player should call out his individual rolls -- "I rolled a 3, a 4, and a 6". Doing so in ascending order would be a big help.
Comments? In particular, does anyone see any significant problem using T4 range bands instead of CT range bands? The T4 range bands work better with 1.5m interior grids anyhow.
If this works, I get (a) a better combat system than CT (IMHO, of course); and (b) easy access to T4 weapons and vehicles.
(Not trying to be rude, but I really do want to try this system out. I'm not interested in discussion other combat systems at this time. So please limit comments to the T4 system and how to adapt it to CT. Thanks.)
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