pendragonman
Absent Friends Margrave
I second that, Maladominus! WJP, you have stated what I am guessing is what most of us old hacks have been doing all along...but siad it better than we could have.
Thanks!
Thanks!
However, this will not be enough to make me pick it back up again, the CT rules still have too many issues that need to be house ruled around. (complete lack of vehicle combat rules, inconsistent starship combat construction and combat rules between B2 and B5, and a few others)
There is another vehicle combat system buried in (IIRC) Across the Bright Face.
Nice to know. I've owned Across the Bright Face for two decades, but I've never read.
I think I'll go read it now.
I know there are rules for shooting ATV's in at least one of the modules. ISTR Across the Bright Face or Mission on Mithral. Burried in the specs on the Horronon ATV.
Ya know...now that I think about it, I think there are some other neat little rules out there in JTAS. I can remember specifically a dogfighting system in JTAS.
WJP said:Some people use Azhanti High Lightning as a personal combat system, and it can work well in that capacity, although it was designed to cover mass interior conflicts--a companion to Striker. If you want to handle large, mass combat, then either the system inside LBB4 or Striker is the game system to use.
My preference is definitely for roleplaying space combat. I have a fondness for simplicity LBB2. I really like what has been done in T20, where all players can meaningfully contribute to a space combat, rather than just the pilot and the gunner.WJP said:My personal favourite is the space combat system in LBB2 as it lends itself to a simple strategic game on a map, or the GM can focus all the action inside the ship, roleplaying the encounter (this is what I typically do).
Oddly enough, I have never run a large fleet action with my players, its not something we have ever needed to do. Once the combats get big, I generally make up the results based on what I think furthers the story.WJP said:LBB5's combat system is designed for large fleet actions (where as LBB2 would get cumbersome with so many vessels).
I still collect CT stuff. When I picked up Stiker I finally saw where the MT rules came from.WJP said:BTW, there is a Vehicle Combat System in CT. You're just missing it. It's in Striker.
The CT 'weapon vs range' and 'weapon vs armor' tables bristle with +/- modifiers of 3, 4, and 5 that yield far too many 'cannot miss/cannot hit' situations.
Back in my CT days, I did up charts like the old FASA STRPG (1E) used, to make mayday/b2 combats more role-playing intensive.
To be honest, I find (and found) Bk2 to be very non-RP in scope.
BTW, there is a Vehicle Combat System in CT. You're just missing it. It's in Striker.
Under my house rule, one can hit but do no damage. CT says, "why bother with that? Let's just focus on when the hits actually damage."
Looking at it in that light, CT's to-hit really isn't all that bad.
One just has to remember that "penetration" and "damage" are all accounted for in the one economical roll.
Look at it. A gangster with SMG used to using guns (skill-2), with postive Dex DM of +2, tries to shoot an unarmoured cop who walks around a corner. Range is, say 5m? Short range. He might hit, chances are he will. Always a chance of a miss however.
Range DM +3
Skill DM +2
Dex DM +2
Armour DM +5
Thats + 12 on a 2d roll to hit on 8+ No way he can miss.
I just had another look at Striker.
As far as I am concerned, it suffers the same problem from as High Guard and Book 2 Starship combat. Its a different combat system that does not fit with book 1 or Book 4.