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Good house rules for noobs/infrequent games

Well remember I'm giving you the option to either take it off the top or counterroll.

SO say the flak jacket is protecting against a typical 3D weapon.

For taking it off the top, the 3D weapon would therefore roll as a 2D-4.

For counterrolling it would be 1D and add 4 for the subtraction against the roll for a range of -5-10 off.


So say a 3D roll yields 11 and 1D yields 3- that would be 11-7=4 points of damage.

Probably a bit much, I did just throw this system out and never have used anything like it. Kind of a freaky saving throw against damage.

Maybe -1D-2, for a 3-8 point reduction range, or 3D becomes 2D-2.

Ah, I get it.
 
I still believe that CT is best run using the K.I.S.S. approach.

For me that means either armour subtracts damage dice or armour subtracts from rolled damage.

Every extra dice roll needed during combat slows the game down.

I remember the days when I liked the detail that a roll to hit, roll to dodge or parry, roll for hit location, roll for damage reduction, roll damage. A few years ago it became clear that gaming sessions were getting bogged down with such stuff.

Now I have a simple rule - no more than two rolls of the dice to resolve any action, combat or otherwise.
 
I still believe that CT is best run using the K.I.S.S. approach.

For me that means either armour subtracts damage dice or armour subtracts from rolled damage.

Every extra dice roll needed during combat slows the game down.

I remember the days when I liked the detail that a roll to hit, roll to dodge or parry, roll for hit location, roll for damage reduction, roll damage. A few years ago it became clear that gaming sessions were getting bogged down with such stuff.

Now I have a simple rule - no more than two rolls of the dice to resolve any action, combat or otherwise.

I generally agree, and in D&D and other games I loved such as Runequest I usually tried to keep it breezy due to many opponents and long fights.

But in my campaign right now for CT, the characters are not heavy fighters. Mostly having not seen much man to man combat (or any) in their services, there are only minor skills for fighting here and there. So I'm running a game with infrequent combat. So when it happens, I don't mind milking it a little (though as said I want it simple as possible as well). That extra roll for damage reduction won't adversely affect things i think, for me anyway. And the players will be more than happy to spend those few extra seconds saving their own ass from possible demise!
 
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