tbeard1999
SOC-14 1K
I'm currently involved in a furball with some True Believers on the Mongoose forum. I've been accused, inter alia, of thoughtcrime and unorthodoxy by the faithful. If you're interested, here's the link. http://www.mongoosepublishing.com/phpBB2/viewtopic.php?p=478813#478813
However, in the course of trying to reason with one fender-head, I did re-state my objections in a fairly concise manner. Every one of these objections is fleshed out and usually supported by statistical analyses (where applicable) in other posts. But I thought it might be helpful to recap them:
1. I believe that the timing/effect (T/E) system yields the statistical results I showed in my previous posts.
2. a. I believe that these results are dubious and will result in a crappy game.
b. For instance, I am unable to reconcile the fact that the harder the task, the less amount of time a successful task will tend to take.
c. I am also very uncomfortable with the fact that the autofire system seems to radically move from "virtually no chance of hitting" to "virtually automatic hits".
d. I do not care for the fact that in cases where a negative net modifier applies, it is better to fire fewer shots than more.
e. I am also skeptical of the fact that poorly trained troops do better firing single shots while better trained troops do better with Autofire. This is the reverse of what we've observed in modern conflicts with automatic weapons.
f. I am uncomfortable with the fact that the T/E system skews strongly towards excellent results on effects -- and in cases where the effect is important, the player can usually virtually guarantee an excellent result.
g. I am unhappy with the fact that the damage system will tend to produce highly predictable damage amounts. No flesh wounds in that system. This is, in my opinion, unrealistic and uncinematic.
h. I am unhappy with the fact that the combat sequence is fussy and unable to replicate common skirmish tactics. As a Traveller GM who runs lots of mercenary type adventures, this is a very bad sign to me. I believe that there are alternative systems available that would be faster, less fussy, and do a better job of modelling combat. Oh and more fun, as I define that term.
i. I am unimpressed with the fact that the effect system skews significantly towards abject failures in the case of failed tasks. A character making a roll with no net modifiers has a 52% chance of rolling an abject failure. If the net modifier is -1, the chance of an abject failure is 72%.
3. The fixes that have been offered do not, in my opinion, address the problem; or they introduce equally bad problems. In addition, they make a mockery of the notion of a universal mechanic. (I note that this does not bother me, since I'm not a fan of universal mechanics. But all these fixes would render any such characterization of the mechanic false).
4. I believe that if Mongoose releases this game in its current form, it will be a dud. And that will be a shame, since Mongoose has the marketing power to produce the definitive version of Traveller. In addition, if Mongoose then releases a Second Edition in six months, which ditches the T/E system, I will have no choice but to conclude that they knowingly released a defective game. This will not, in my opinion, bode well for Traveller (or Mongoose).
EDIT: Well, I've just been threatened with being "reported to the adminstrators" for my thoughtcrime. A victory, of sorts. Being the conciliatory, even-tempered man I am, I immediately apologized and made a plea for more understanding...
Well, maybe not. I might have quoted Clint Eastwood instead...
However, in the course of trying to reason with one fender-head, I did re-state my objections in a fairly concise manner. Every one of these objections is fleshed out and usually supported by statistical analyses (where applicable) in other posts. But I thought it might be helpful to recap them:
1. I believe that the timing/effect (T/E) system yields the statistical results I showed in my previous posts.
2. a. I believe that these results are dubious and will result in a crappy game.
b. For instance, I am unable to reconcile the fact that the harder the task, the less amount of time a successful task will tend to take.
c. I am also very uncomfortable with the fact that the autofire system seems to radically move from "virtually no chance of hitting" to "virtually automatic hits".
d. I do not care for the fact that in cases where a negative net modifier applies, it is better to fire fewer shots than more.
e. I am also skeptical of the fact that poorly trained troops do better firing single shots while better trained troops do better with Autofire. This is the reverse of what we've observed in modern conflicts with automatic weapons.
f. I am uncomfortable with the fact that the T/E system skews strongly towards excellent results on effects -- and in cases where the effect is important, the player can usually virtually guarantee an excellent result.
g. I am unhappy with the fact that the damage system will tend to produce highly predictable damage amounts. No flesh wounds in that system. This is, in my opinion, unrealistic and uncinematic.
h. I am unhappy with the fact that the combat sequence is fussy and unable to replicate common skirmish tactics. As a Traveller GM who runs lots of mercenary type adventures, this is a very bad sign to me. I believe that there are alternative systems available that would be faster, less fussy, and do a better job of modelling combat. Oh and more fun, as I define that term.
i. I am unimpressed with the fact that the effect system skews significantly towards abject failures in the case of failed tasks. A character making a roll with no net modifiers has a 52% chance of rolling an abject failure. If the net modifier is -1, the chance of an abject failure is 72%.
3. The fixes that have been offered do not, in my opinion, address the problem; or they introduce equally bad problems. In addition, they make a mockery of the notion of a universal mechanic. (I note that this does not bother me, since I'm not a fan of universal mechanics. But all these fixes would render any such characterization of the mechanic false).
4. I believe that if Mongoose releases this game in its current form, it will be a dud. And that will be a shame, since Mongoose has the marketing power to produce the definitive version of Traveller. In addition, if Mongoose then releases a Second Edition in six months, which ditches the T/E system, I will have no choice but to conclude that they knowingly released a defective game. This will not, in my opinion, bode well for Traveller (or Mongoose).
EDIT: Well, I've just been threatened with being "reported to the adminstrators" for my thoughtcrime. A victory, of sorts. Being the conciliatory, even-tempered man I am, I immediately apologized and made a plea for more understanding...
Well, maybe not. I might have quoted Clint Eastwood instead...
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