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RTT combat outline

I just posted a comment about things like weapons skills, armour, penetration etc and how they would affect the proposed combat system. I like the initiative system itself, but only as an initiative system.
 
I think it looks interesting. From what I've seen, it's a bit more fiddly than what's presented in the LBBs but is more playable ad hoc.

When I ran Traveller last weekend I didn't use range bands or the like. I used a really basic positioning system where you declare your intent and use a skill to make a roll. Highest successful roll determines who achieves their intent regarding positioning.

Looking at Mongoose's approach, I can see it helping out in keeping the game moving because I won't have to ask so many questions andd players won't have to ask so many because they can look at the table of dice and know what's what.
 
Getting there.

I was a bit leery of this at first but I'm starting to get a feeling of 'safe-hands' from Mongoose. Having weekly updates is a very good direction.

I'll have to wait and see the final product. It really is starting to look like CT++ (MT+?.)

We all know how real Traveller players treat the rules, so I'd be interested to see how many house rules for initiative spring up. This one with the dice will definitely get a try.
 
Looks a bit complex in comparison to CT's simultaneous combat, but I guess that it's still a simpler system than other games (such as earlier-edition Shadowrun).
 
From what I have read, this Effect/Timing die thing will be optional. If you just want to use the basic roll 2 dice and blow things up, then you are fine. I could even see this system being used in certain situations and not in others during the same adventure.
 
From the limited info, and filling in some of the gaps myself (probably wrong but there you go) its a pretty neat little idea - quick, easy to learn, and optional :)
 
Feh. Any particular reasons ?

Looks fine to me. Used a very similar system for years in quick, multi/huge colonials games. Works quite well. Gives some idea of who is next, yet not a guarantee. Plus, those dice lucky buggers are thwarted some.


Cap
 
Anything which causes in round calculations for little gain is not a good thing. I'd thought of similar, and have used a similar (non-random) approach in Spacemaster/Rolemaster (Advanced RM Initiative...).

It's just one more calculation to get in my way, and since I almost never play at a table, the need (as described) to use some form of marker on the non-extant tabletop.

The occasional benefit of going faster is outweighed by the constant roll & calculate.

Plus, using a die as a marker is a pain in the arse.
 
Well, thats a bit more informative...thanks.

Obviously, we differ on where we set the win/loss critical line for playable /vs simulating...still, not using a table is probably a part of the difference; I forget that there are <shudder> ....other......ways to... game.......

I do have to say, tho, that with LOTS of players, having everyone roll (..and reroll, and tiebreak, and wait for and abuse the ⬛⬛⬛⬛ who rolls it off the table three times) can get a bit time consuming, too.

Cap
 
I'm not big on simulation when it interferes with narrative.

CT wasn't quite simulationist enough for me, and MT is just a hair too much in ship design (hence why I use T20 ship designs IMMTTU... rating them isn't hard at all).

Likewise, I don't use Adv. CG except as a solo-play activity.
 
The general idea looks very nice. I think I have some issues with some of where he's going with it, but given that he's just rambling off ideas, nothing that I'm going to worry about yet. (Mainly problems of elegance, and I think that might sort itself out when formally drafted up.)

Aramis, are you doing stuff on-line? I'd just have everyone announce their current numbers every time you get through with the last set of actions. Or you can keep a line of colored dice on your desk yourself.

I can't really see it getting in the way of narrative (at least, not more than any combat between more that two people would). Use the dice, and very simple combat mechanics, and it should flow quite naturally. Of course, I'm the type that has a hard time with combat without using at least half the advanced combat rules in GURPS, so I may not be the best person to talk about 'simple'....
 
No, FTF.

And I've tried the concept before, and didn't like it. It did get in the way of the narrative flow. It's one more thing to track with constant changes.

Works great in the Final Fantasy Tactics computer games. Works far less well on a tabletop RPG.
 
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