Supplement Four
SOC-14 5K
I know what we did with the re-write of T5 Combat, making it more traditional. But, I'd like to see a version of the original T5 combat system--possibly as an alternate rule or fan-made house rule--with all of the bugs worked out.
What's interesting to me is that the original T5 Combat system is rather unlike any other combat system used in rpgs. It's got a "T5" stamp on it. And, while the revision is quite comfortable and practical, the rules aren't as exciting because we're all familiar with those types of rules.
To be clear: I'm not saying the revision is bad. Far from it. The revision makes T5 combat more like that in CT, MT, T4, and other versions of Traveller.
What I am saying is that the original system that Marc wrote was something new and fresh, combining abstract elements as well as simulationist mechanics.
Still, like a lot of T5, that original system needs work.
If I had the time, I'd work on this system to try to keep its soul but also tweak in the areas where I think it needs some work.
Specifically:
1. It needs a good method for treating brawling combat (hand-to-hand and melee combat).
2. I'd like to see the original abstract movement system used but also have a tactical movement alternative--allowing GMs to default to the abstract system but also the ability to switch to a combat grid if necessary in a game.
One way to merge the abstract and tactical movement systems is to define the size of the battlefield at the start of play. Just base it on Range.
For example, an interior battlefield on the decks of a starship could be considered Short. That's a maximum of 50m. This would be a large room, like an empty cargo deck. The abstract rules say that a character can make the distance in two combat round at Speed 1 (walking) or one combat round at Speed 2 (running).
So, on a grid map, just allow a character to move the same thing. He can move about half the way across the hold, walking, in one round. Or, if he runs, he can make it across the entire hold. No square counting needed.
If talking about a room on a starship, this battlefield would be considered Very Short (about 5m). Allow the character to move anywhere he wants during a combat round, on a grid.
The same type of thinking can be applied to larger battlefields.
3. A simple method for tracking ammo expenditure. It doesn't have to be a system where every bullet fired from a weapon is counted. I think some type of dice roll that represents the percentage chance of an empty magazine, based on the magazine's capacity and the fire rate of the weapon, could be used. And, this doesn't need to be a separate dice roll--maybe this could be incorporated into the Attack Task so that the dice are pulling extra duty, saving time in the game.
Look at the fire rate, the mag capacity, and the combat round number (the more combat rounds, the more likely the weapon uses up the ammo).
And...maybe an alternate rule for those who do want to count ammo, as it was done in CT. A burst from a weapon uses X number of rounds, and so on.
The other idea is to just remove magazines every X number of rounds, based on average ammo use.
The idea is to count ammo magazines, of which a character will have one or a few, instead of counting ammo.
4. I think the Hit-Location System from the revision might be imported for use in the original system, but I still think there's too much dice rolling in the revision's combat round. The combat rounds are too long in the revision--too many things being diced.
But, maybe there's a way to add the Hit-Location system in an easier way to the original combat system.
5. Some of the new rules are pretty neat. Like the Knockdown. Maybe import those? Definitely import the new rules for extra targets and firing modes.
6. In the new revision, we changed the length of the combat round to accommodate the realism of time needed to fire at targets. We also made it possible to fire at more than one target in a combat round. Those things should be brought over to the old system, because it's silly to think a person can use a weapon on only one target over the span of a minute, on average.
What's interesting to me is that the original T5 Combat system is rather unlike any other combat system used in rpgs. It's got a "T5" stamp on it. And, while the revision is quite comfortable and practical, the rules aren't as exciting because we're all familiar with those types of rules.
To be clear: I'm not saying the revision is bad. Far from it. The revision makes T5 combat more like that in CT, MT, T4, and other versions of Traveller.
What I am saying is that the original system that Marc wrote was something new and fresh, combining abstract elements as well as simulationist mechanics.
Still, like a lot of T5, that original system needs work.
If I had the time, I'd work on this system to try to keep its soul but also tweak in the areas where I think it needs some work.
Specifically:
1. It needs a good method for treating brawling combat (hand-to-hand and melee combat).
2. I'd like to see the original abstract movement system used but also have a tactical movement alternative--allowing GMs to default to the abstract system but also the ability to switch to a combat grid if necessary in a game.
One way to merge the abstract and tactical movement systems is to define the size of the battlefield at the start of play. Just base it on Range.
For example, an interior battlefield on the decks of a starship could be considered Short. That's a maximum of 50m. This would be a large room, like an empty cargo deck. The abstract rules say that a character can make the distance in two combat round at Speed 1 (walking) or one combat round at Speed 2 (running).
So, on a grid map, just allow a character to move the same thing. He can move about half the way across the hold, walking, in one round. Or, if he runs, he can make it across the entire hold. No square counting needed.
If talking about a room on a starship, this battlefield would be considered Very Short (about 5m). Allow the character to move anywhere he wants during a combat round, on a grid.
The same type of thinking can be applied to larger battlefields.
3. A simple method for tracking ammo expenditure. It doesn't have to be a system where every bullet fired from a weapon is counted. I think some type of dice roll that represents the percentage chance of an empty magazine, based on the magazine's capacity and the fire rate of the weapon, could be used. And, this doesn't need to be a separate dice roll--maybe this could be incorporated into the Attack Task so that the dice are pulling extra duty, saving time in the game.
Look at the fire rate, the mag capacity, and the combat round number (the more combat rounds, the more likely the weapon uses up the ammo).
And...maybe an alternate rule for those who do want to count ammo, as it was done in CT. A burst from a weapon uses X number of rounds, and so on.
The other idea is to just remove magazines every X number of rounds, based on average ammo use.
The idea is to count ammo magazines, of which a character will have one or a few, instead of counting ammo.
4. I think the Hit-Location System from the revision might be imported for use in the original system, but I still think there's too much dice rolling in the revision's combat round. The combat rounds are too long in the revision--too many things being diced.
But, maybe there's a way to add the Hit-Location system in an easier way to the original combat system.
5. Some of the new rules are pretty neat. Like the Knockdown. Maybe import those? Definitely import the new rules for extra targets and firing modes.
6. In the new revision, we changed the length of the combat round to accommodate the realism of time needed to fire at targets. We also made it possible to fire at more than one target in a combat round. Those things should be brought over to the old system, because it's silly to think a person can use a weapon on only one target over the span of a minute, on average.