Supplement Four
SOC-14 5K
RE=THINKING Classic TRAVELLER GUN COMBAT
The Issue: The issue is the balance between fun gameplay and realistic weapons in Traveller.
If weapons in the game are ultra-realistic, dealing out realistic damage, then either (A) combat will never take place in a Traveller game because players will shy away from armed encounters in order to keep their characters alive (What fun is that, never having exciting shootouts?) , or (B) combat will be so deadly that it is likely that a player character will die each gun battle game session (Again, what fun is that? It's no fun when your character dies.).
Classic Traveller's answer has been to compromise. Damage is more deadly than in most other rpgs, but still just about any single gunshot wound cannot kill an individual.
Consider an average human has physical stats 777. The average weapon does 3D damage, and rolling 3D averages 10 points of damage. The First Blood rule says to take all damage from a single randomly chosen physical stat, and carry over any damage to the next stat if the first stat is reduced to zero.
10 pts damage applied randomly will result in physical stats being: 047 (depending on the random stat choice).
Under Classic Traveller rules, this character has been inflicted with only a minor wound that knocked him unconscious. He will recover shortly.
Obviously, this character hasn't been "shot" with a gunshot wound as we normally think of it in the real world. At best, he's been grazed.
The Question: How do you reconcile this? Is there a way to make Traveller weapons both more deadly yet still keep the game playable?
I have some thoughts on this....
The Issue: The issue is the balance between fun gameplay and realistic weapons in Traveller.
If weapons in the game are ultra-realistic, dealing out realistic damage, then either (A) combat will never take place in a Traveller game because players will shy away from armed encounters in order to keep their characters alive (What fun is that, never having exciting shootouts?) , or (B) combat will be so deadly that it is likely that a player character will die each gun battle game session (Again, what fun is that? It's no fun when your character dies.).
Classic Traveller's answer has been to compromise. Damage is more deadly than in most other rpgs, but still just about any single gunshot wound cannot kill an individual.
Consider an average human has physical stats 777. The average weapon does 3D damage, and rolling 3D averages 10 points of damage. The First Blood rule says to take all damage from a single randomly chosen physical stat, and carry over any damage to the next stat if the first stat is reduced to zero.
10 pts damage applied randomly will result in physical stats being: 047 (depending on the random stat choice).
Under Classic Traveller rules, this character has been inflicted with only a minor wound that knocked him unconscious. He will recover shortly.
Obviously, this character hasn't been "shot" with a gunshot wound as we normally think of it in the real world. At best, he's been grazed.
The Question: How do you reconcile this? Is there a way to make Traveller weapons both more deadly yet still keep the game playable?
I have some thoughts on this....