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Issues with personal combat

Bottom Line Up Front: The personal (melee) combat system seems fatally flawed. Am i missing something?

Tried a little "test drive" session with my regular group, all experienced RPGers, some in CT. Just wanted to exercise the systems, as written, in T5 before trying a "real" adventure. Used a few characters I'd pre-generated in the process of trying out T5.

My plan was just to go through some of the basic functions to get a feel for them, so the plan was: Starship trading (using straight rolls, with no fudging, I had a 5-term merchant character that earned 700 tons worth of ship shares... it would appear that this is free-and-clear hell-of-a-trader, but that's not the issue) to exercise those systems; a little bar brawl to try out combat; outbound jump (to try out astrogation and basic skill resolution); and finally a small ACS ship combat session to stretch those muscles. The idea was that after doing this, they'd have a better idea of the system when we did chargen next week.

The cargo purchase/passenger system seemed to work reasonably (though it seemed a tad watered down from Merchant Prince). Good!

The bar fight commenced with a three average (777777) knuckleheads throwing a bottle at the crew and then closing for fisticuffs. The bottle throw worked fine, bouncing a bottle off the chest of one of the crew, but once it came to blows... Hmmm. To hit is 2D<Attacker MN - Defender MN +/- mods... so my Str 10 character goes to hit Slob #1, neither with any fighter skill, range of 1. 2D<(10-7)+4, or 2D<7 Not bad. Slob to hit character would be 2D<(7-10)+4, or 2D<1. Hmm... Never. Ever. Not three dice, so no lucky 3. Doing the math, having an MN of 3 less than somebody means you can NEVER hit them in a fight.

This pretty much stopped the test as the players laughed at the system. We did try to jump out, and they tumbled to the same thing I had in reading it over, that there is no time given for the initial calculation of jump, and while mystified by the more difficult 24-hour confirmation, recognized the possible dramatic aspects... otherwise you'd just recalc from the beginning if your attempt is within 6 of required roll.

So: Am I missing something? I've poured over the errata, seen lots of alternative systems here in the forum, but found nothing addressing the imbalance of the melee system (more recent than the 2002 discussions). Is there an official fix? Obviously anybody can come up with another system, but I'd prefer to know the "official" answer... but right now, it's a deal-breaker for my group.
 
Bottom Line Up Front: The personal (melee) combat system seems fatally flawed. Am i missing something?

Tried a little "test drive" session with my regular group, all experienced RPGers, some in CT. Just wanted to exercise the systems, as written, in T5 before trying a "real" adventure. Used a few characters I'd pre-generated in the process of trying out T5.

My plan was just to go through some of the basic functions to get a feel for them, so the plan was: Starship trading (using straight rolls, with no fudging, I had a 5-term merchant character that earned 700 tons worth of ship shares... it would appear that this is free-and-clear hell-of-a-trader, but that's not the issue) to exercise those systems; a little bar brawl to try out combat; outbound jump (to try out astrogation and basic skill resolution); and finally a small ACS ship combat session to stretch those muscles. The idea was that after doing this, they'd have a better idea of the system when we did chargen next week.

The cargo purchase/passenger system seemed to work reasonably (though it seemed a tad watered down from Merchant Prince). Good!

The bar fight commenced with a three average (777777) knuckleheads throwing a bottle at the crew and then closing for fisticuffs. The bottle throw worked fine, bouncing a bottle off the chest of one of the crew, but once it came to blows... Hmmm. To hit is 2D<Attacker MN - Defender MN +/- mods... so my Str 10 character goes to hit Slob #1, neither with any fighter skill, range of 1. 2D<(10-7)+4, or 2D<7 Not bad. Slob to hit character would be 2D<(7-10)+4, or 2D<1. Hmm... Never. Ever. Not three dice, so no lucky 3. Doing the math, having an MN of 3 less than somebody means you can NEVER hit them in a fight.

This pretty much stopped the test as the players laughed at the system. We did try to jump out, and they tumbled to the same thing I had in reading it over, that there is no time given for the initial calculation of jump, and while mystified by the more difficult 24-hour confirmation, recognized the possible dramatic aspects... otherwise you'd just recalc from the beginning if your attempt is within 6 of required roll.

So: Am I missing something? I've poured over the errata, seen lots of alternative systems here in the forum, but found nothing addressing the imbalance of the melee system (more recent than the 2002 discussions). Is there an official fix? Obviously anybody can come up with another system, but I'd prefer to know the "official" answer... but right now, it's a deal-breaker for my group.

The issues with the T5 Core Rules Personal Combat are known. There is the T5.09 (preliminary update) ruleset up on DTRPG that addresses a number of previously identified issues with many different systems, but the final T5.10 ruleset update is still in the works, and is being worked on by Marc et al.

There are others on COTI that can give a much better answer to your question about the current state of the Personal Combat review than I can, however, so I will leave the detailed response to someone else.
 
Thanks for the response

I assumed that there would be fixes, I just hadn't found anything addressing that aspect (the impossibility of hitting in anything other than an exactly fair fight), and wanted to make sure that I hadn't missed something.
 
I assumed that there would be fixes, I just hadn't found anything addressing that aspect (the impossibility of hitting in anything other than an exactly fair fight), and wanted to make sure that I hadn't missed something.


You haven't missed anything. It is one of the ongoing rules-fix issues.

There are many things I like about T5, but the final resolution of this and some related particular issues is what I am waiting on to determine whether or not I will adopt T5 as my go-to system.
 
Was this not playtested at all how come these things werent found before the game was published?
 
Was this not playtested at all how come these things werent found before the game was published?

Playtest: well, understand that Marc is essentially codifying his house rules into something intelligible to the rest of us.

Marc's game design strategy historically seems to have been: Write tables, use for own group, see if Loren and/or Frank can make sense of them, if not, write some more explanatory text, and repeat. Once Loren and/or Frank make sense, have them revise into something readable by the average human.

Marc didn't have Loren and Frank to hand for T5. Marc sent tables out to playtesters. We attempted to make use of them in play (in my case, back in the early 00's), and sent feedback (often rather brusque) to Marc. Marc then revised and expanded.

But Marc also tinkers. Constantly.
So, lots of small changes.

Simply put, the guys who playtested the "offending sections" made sense out of them - often not the same sense that Marc intended.

T5.0 was released prematurely because many demanded it. T5.09 is released as an interim, update draft, and T5.1 will be the end result. I expect most of the KS backers will get one when Marc actually gets it done.
 
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