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Initiative in CT

Melkor

SOC-4
Hey folks,

New to the forums.

I've owned Traveller since the early eighties, but haven't played the game in years.

I recently picked up the FFE version of the rules and classic supplements, and have been reading through them.

One thing I noticed with regards to combat in CT was that there was no initiative system. Now the rules seem to indicate that all damage is taken simultaneously, but what mechanic do you folks use to determine situations where it's important to know 'who acts first' ?

For example, say someone is trying to run for cover while someone else is trying to shoot at them as they do....how do you determine if the shot gets off first, or if the person makes it into cover first ?

Thanks.
 
Hey folks,

New to the forums.

I've owned Traveller since the early eighties, but haven't played the game in years.

I recently picked up the FFE version of the rules and classic supplements, and have been reading through them.

One thing I noticed with regards to combat in CT was that there was no initiative system. Now the rules seem to indicate that all damage is taken simultaneously, but what mechanic do you folks use to determine situations where it's important to know 'who acts first' ?

For example, say someone is trying to run for cover while someone else is trying to shoot at them as they do....how do you determine if the shot gets off first, or if the person makes it into cover first ?

Thanks.
 
Hi Flakpanzer, welcome aboard


Using CT rules I wouldn't bother coming up with a rule for it ;)
The attacker rolls to hit, the defender gets his -1, -2, or -4 DM for evading.
I may grant an additional DM for the defender based on how much available cover there is and how far away.
If the attacker missed then the defender made it to cover.

However if it is of critical importance to the player then you could allow both sides to roll 2d versus their Dex, DMs equal to evading, cover and weapon skills etc.
 
Hi Flakpanzer, welcome aboard


Using CT rules I wouldn't bother coming up with a rule for it ;)
The attacker rolls to hit, the defender gets his -1, -2, or -4 DM for evading.
I may grant an additional DM for the defender based on how much available cover there is and how far away.
If the attacker missed then the defender made it to cover.

However if it is of critical importance to the player then you could allow both sides to roll 2d versus their Dex, DMs equal to evading, cover and weapon skills etc.
 
Originally posted by Flakpanzer:
Hey folks,

New to the forums.

I've owned Traveller since the early eighties, but haven't played the game in years.

I recently picked up the FFE version of the rules and classic supplements, and have been reading through them.

One thing I noticed with regards to combat in CT was that there was no initiative system. Now the rules seem to indicate that all damage is taken simultaneously, but what mechanic do you folks use to determine situations where it's important to know 'who acts first' ?
CT does not have an initiative system, correct.

CT does have a SURPRISE system. If I recall, this is in Book 1. Basically, when 2 opposing parties meet, they roll for surprise, and there are LOTS of modifiers to surprise. There are 3 possible results:

A) Neither party gets surprise, so Combat begins with both parties aware of each other, and both sides are able to shoot/hit each other equally, and damaging simultaneously.

B) Party 1 achieves surprise. So Party 1 gets one free round to shoot the beejeezus out of Party 2.

C) Party 2 achieves surprise. So Party 2 gets one free round to shoot the beejeezus out of Party 1.
 
Originally posted by Flakpanzer:
Hey folks,

New to the forums.

I've owned Traveller since the early eighties, but haven't played the game in years.

I recently picked up the FFE version of the rules and classic supplements, and have been reading through them.

One thing I noticed with regards to combat in CT was that there was no initiative system. Now the rules seem to indicate that all damage is taken simultaneously, but what mechanic do you folks use to determine situations where it's important to know 'who acts first' ?
CT does not have an initiative system, correct.

CT does have a SURPRISE system. If I recall, this is in Book 1. Basically, when 2 opposing parties meet, they roll for surprise, and there are LOTS of modifiers to surprise. There are 3 possible results:

A) Neither party gets surprise, so Combat begins with both parties aware of each other, and both sides are able to shoot/hit each other equally, and damaging simultaneously.

B) Party 1 achieves surprise. So Party 1 gets one free round to shoot the beejeezus out of Party 2.

C) Party 2 achieves surprise. So Party 2 gets one free round to shoot the beejeezus out of Party 1.
 
Agreed, there is no initiative system.

It is a case of determine surprise, and then after surprise is lost, all act simultaneously.

The big key is to try and gain surprise, thus ambushing the other party.

Once it goes into straight-up firefight, all there is is evasion DMs, or escaping.

So it's kind of The Big Picture / Master shot overview of What Happened This Round.

If you are used to a game that uses phases and such, or D&D Swing /hit, next player, it's definitely not set up that way. At least not exactly.
 
Agreed, there is no initiative system.

It is a case of determine surprise, and then after surprise is lost, all act simultaneously.

The big key is to try and gain surprise, thus ambushing the other party.

Once it goes into straight-up firefight, all there is is evasion DMs, or escaping.

So it's kind of The Big Picture / Master shot overview of What Happened This Round.

If you are used to a game that uses phases and such, or D&D Swing /hit, next player, it's definitely not set up that way. At least not exactly.
 
A more detailed tactical combat system for Traveller can be adapted from either Snapshot or Azhanti High Lightning, both of which use an action points system.
 
A more detailed tactical combat system for Traveller can be adapted from either Snapshot or Azhanti High Lightning, both of which use an action points system.
 
I use an initiative roll in my game, keeping most other things in the CT combat system as officially written (I even use the CT official 15 second combat round instead of the popluar 6 second round).

All I do is roll a Leadership task using INT (under the CTI task system--see the thread here at CotI).

I supposed what you might want to do, barring using CTI or another task system, is to just add a character's INT + Leader skill, then roll 2D for that number or less.

The lowest number goes first.
 
I use an initiative roll in my game, keeping most other things in the CT combat system as officially written (I even use the CT official 15 second combat round instead of the popluar 6 second round).

All I do is roll a Leadership task using INT (under the CTI task system--see the thread here at CotI).

I supposed what you might want to do, barring using CTI or another task system, is to just add a character's INT + Leader skill, then roll 2D for that number or less.

The lowest number goes first.
 
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