Originally posted by kaladorn:
So in MT, we rolled white 2D6 for the shot and a red and a black D6 for the D66 hit location. If you missed the shot, you didn't care about the D66. If you hit, then you checked where it hit. D66 table wasn't that hard to memorize either. And it made application of cover easy.
This type of thing can easily run into problems if its not completely thought out and well-implemented.
For example, a D66 location of 11 will mostly likely never be hit because the attacker rolled snake-eyes. He'd need a +6DM to get it to a "hit".
Same thing for D66 hit locations 12 and 21. Since the character rolled a "3" on his attack, those hit locations typically won't be hit.
And, because a 2D progression is weighted towards a result of "7", you'll find that your hit locations of 34, 43, 25, 52, 16, and 61 are hit much more often than, say, hit location 55.
So, with hit locations like 11, 12, and 21 (among others) unlikely to be hit at all, and hit locations like 34, 61, and 52 hit most often, a GM deciding which hit locations are assigned to which body parts is a very, very tricky endeavor.
Added to this problem is that you want to make all body parts available to be hit no matter the skill level. Another problem with this system is posed.
For example, hit location 22 won't be hit that often unless the character has some high DMs. If he's just got Skill-1 (as many Traveller character skills are), then, odds are, he's unlikely to hit location 22 unless situational DMs raise his attack total of 5 by three more points.
If hit location 22 is, let's say, the right knee, that means that the right knees of every target will hardly ever be hit...but characters with high skill will definitely hit them more often.
It's a big can of worms that is opened when a hit location chart is operated this way.
-S4