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Let's talk about DAMAGE!

I ignore the "first blood" rule;
Most CT players that I've spoken to ignore it as well.

I use a version of it.

Damage is rolled normally, per CT. One of the dice is different from the others (it's a bigger die, or it's a different color, or it uses regular numbers instead of spots..etc).

That one die, from the damage roll, is applied randomly to the target's stats.

Other damage in the roll is applied at the defender's choice, in the usual CT method.

This random die is included in every damage roll--not just the first.

So, every time a character gets hit--it can be scary.

Yet, there's plenty of room there for character survival and high-adventure gaming.

I think it's a good mix of reality and rpg-ing.
 
I ignore the "first blood" rule;
Most CT players that I've spoken to ignore it as well.

I use a version of it.

Damage is rolled normally, per CT. One of the dice is different from the others (it's a bigger die, or it's a different color, or it uses regular numbers instead of spots..etc).

That one die, from the damage roll, is applied randomly to the target's stats.

Other damage in the roll is applied at the defender's choice, in the usual CT method.

This random die is included in every damage roll--not just the first.

So, every time a character gets hit--it can be scary.

Yet, there's plenty of room there for character survival and high-adventure gaming.

I think it's a good mix of reality and rpg-ing.
 
I use a version of it....One of the dice is different from the others....That one die, from the damage roll, is applied randomly to the target's stats.
Actually, I didn't relate the full thing I do--just the basics.

See, I use a hit location chart (see the other thread).

On a torso hit, I use the method described above.

On an arm hit, there is no random die of damaged used.

On a leg hit, the random die is used only 50% of the time (when the to-hit roll is "even" rather than "odd").

On a head hit, the highest die of damage is discarded, but the random die is used twice--for two random damage dice on a head hit.


So...

Where you are hit effects the number of random dice that are used against you.
 
I use a version of it....One of the dice is different from the others....That one die, from the damage roll, is applied randomly to the target's stats.
Actually, I didn't relate the full thing I do--just the basics.

See, I use a hit location chart (see the other thread).

On a torso hit, I use the method described above.

On an arm hit, there is no random die of damaged used.

On a leg hit, the random die is used only 50% of the time (when the to-hit roll is "even" rather than "odd").

On a head hit, the highest die of damage is discarded, but the random die is used twice--for two random damage dice on a head hit.


So...

Where you are hit effects the number of random dice that are used against you.
 
I do use the "First Blood Rule"

It adds teeth to the game, and ensures that in a stroll through the bush, you'd better have a feces-hot operator as point, or your whole team gets whacked.

I always saw it as that first hit either kills you, or knocks you out, or it doesn't. After that, the "spread the other hits out" is adrenalin / endorphins keeping you alive, unless you got gaping exit wounds, where you just fall out due to BP Loss / Shock.

I've always loved CT as the most hard core combat system out there, other than

Morrow Project by Timeline, LTD

Rhand / Phoenix Command / Aliens by Leading Edge

Cyberpunk (for non-solos) by R. Talsorian

So, in it's day, Classic Traveller was doing Hard Core, You Live by the Sword you Die by it, way back in 1977.

And yes, people in my campaigns avoid gunfights, and ship combat, because they are player-killers, so the story requires more plot.

But, the combat is that much more dramatic, live or die, action.
 
I do use the "First Blood Rule"

It adds teeth to the game, and ensures that in a stroll through the bush, you'd better have a feces-hot operator as point, or your whole team gets whacked.

I always saw it as that first hit either kills you, or knocks you out, or it doesn't. After that, the "spread the other hits out" is adrenalin / endorphins keeping you alive, unless you got gaping exit wounds, where you just fall out due to BP Loss / Shock.

I've always loved CT as the most hard core combat system out there, other than

Morrow Project by Timeline, LTD

Rhand / Phoenix Command / Aliens by Leading Edge

Cyberpunk (for non-solos) by R. Talsorian

So, in it's day, Classic Traveller was doing Hard Core, You Live by the Sword you Die by it, way back in 1977.

And yes, people in my campaigns avoid gunfights, and ship combat, because they are player-killers, so the story requires more plot.

But, the combat is that much more dramatic, live or die, action.
 
I never applied the 'first hit' rule and also never applied dice of damage to each stat. I rolled damage and spread it evenly between Str, Dex and End.
 
I never applied the 'first hit' rule and also never applied dice of damage to each stat. I rolled damage and spread it evenly between Str, Dex and End.
 
I've always used the first blood rule: I like how dangerous CT combat is, and I can't really get behind nerfing it. It's one of the core flavors of the game.
 
I saw it and started to read it, then realised how old the thread was and thought it was funny. Did not mean to take it too far off Topic though. :)

I return this thread back to it's original subject(s).

Daniel
 
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