How well does T5 model damage in the games you've been playing?
That seems to be the most developed part of T5. Weapons and armor are tuned as Marc wants them, and damage is against characteristics, which is normal for Traveller.
How well does T5 model damage in the games you've been playing?
OK S4, I have to know. How does T5.09 differ from T5.00, except for what appears to be better organization, some new specific situations added, and a situation or two modified?
At their core, they appear to be the same mechanic: difficulty = range, roll under C+S+TSM+situational mods. Tactics Mod appears unchanged. How damage is applied is explained (yeah, that's new). Falling and Ramming are added in. Suppressing fire is demoted in power - certainly not an improvement.
So some stuff gets shuffled, some stuff gets explained (good!), but it's really the same thing, isn't it?
Just sayin'. How well does T5 model damage in the games you've been playing?
That seems to be the most developed part of T5. Weapons and armor are tuned as Marc wants them, and damage is against characteristics, which is normal for Traveller.
I allow the attacker to determine order that damage rolls are made, in much the same way that the attacker gets to choose in what order damage dice are applied.
Whether or not that is the design intent, I don't know. But it's one fewer exception to keep track of.
All wounds bleed 1 point per turn per DIE that got through the armor.
"Is there an order to how Damage Types are applied to armor?"
Here's BIG problem I have with the "improved" T5.09 Combat System. IT'S WAY TOO DICE HEAVY!
I think the first thing is to use the task system and strip out the modifiers.
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First shooters go first but are 1d easier to hit.
[...]
So your basic ranged attack is 7 + Range + Relative Speed - Size [dice]
The nice thing about a list like this is that referees are free to ignore what they don't care about, and add to the list with things they do care about and are adamant about.* Aiming [taking a single shot against a single target] reduces difficulty by 1d [and] another 1d if a sight with sufficient range is used.
* Automatic or rapid semiautomatic fire reduce difficulty by 1d.
* Very rapid [and full auto] fire reduces difficulty by 2d.
* Attacks on multiple targets increase the difficulty by 1d each.
Cover as armor seems to be a good idea. In an abstract sense it would protect the entire character -- i.e. a stone wall protects half of a character in reality, but in the abstract game sense it effectively gives partial protection to the entire character. There are more complex ways to do it of course, and I think there is plenty of room for several ways to do it, from the basic to the complicated. And if cover is treated, it should be presented with an EASY way and a MORE REAL way.* Cover supplies armor by material type.
* If you want to ignore hit locations assume targets in partial cover are 1d harder to hit.
The old old trick is to make two of the dice thrown in the task roll be of a different color, and use that as the hit location. The problem here is when there are only two dice rolled, of course, and hit locations tend to follow the target range.* Hit locations are a [Flux] roll.
I think you're saying that a weapon's damage is all applied at once. Pen-3 and Blast-2 and Burn-2 for example are not three hits, but rather one hit, with three effects, but they're all used together as a single attack, not three separate attacks at three locations with three attempts to overcome armor.* All damage effected by a defense is applied to it at once.
Ah, different colors are due to different damage types.* Damage is rolled all at once using differently colored dice
I agree.* Pen damage is applied first against armor and the dice rolls are doubled until the Penetrate dice run out or the armor is penetrated. I think that's the only sane way to do it.
This is quite reasonable. BUT: reverse this under extraordinary circumstances.* the highest rolls are applied first.
I dislike losing a damage bonus. Tell me you understand why that bonus is in GunMaker to begin with.* Weapons that get a damage bonus in Gun Maker lose it and instead automatic fire gives increased damage of 1d or 2d for VRF in the damage phase.
I suggest Range [dice] < weapon TL.* Blast and Frag damage attack everyone close to the target with a flat 7+ on 2d to hit.
Put it with the "special considerations" section, rather than the combat flow, and I'm fine with it.* Burn damage causes 1d per turn continuing damage if the target is flammable.
Interesting. I don't know how profitable that rule would be.* If you want really fast damage resolution multiply the number of dice by four and just compare that to armor. I recognize that this is above average but it's simple and will often mean there is no hope of penetrating armor.
There is room for ammunition rules. I suggest many "special consideration" rules follow on the flow, and the flow concern itself with the simplest mode of combat that works for Traveller5.* Vehicle mounted weapons can fire at an increased rate twice before exhausting their munitions.
* Single shot and disposable weapons are used up when fired.
It seems that Unarmed Combat "ought" to be a kind of task, in the same sense that a "cooperative" task is a variation on the task system.Melee Attacks are resolved by both parties:
Flux + (C1 or C2) + Skill + Knowledge
highest roll hits - ties mean both attacks hit.
Multiple attacks on a single combatant roll individually against the target, who gets to choose who they hit as long as their combat total is higher.