What it does suffer from....
- a combat system in which weapon and armour DMs can combine for instadeath. Somehow, as long as your opponent is unarmoured and you're using the right gun, you can't miss!
I have come to believe this view is overstated
as a problem. (Not overstated as a fact.)
I've created the
Weapon Cards that combine the distance and amor matrixes weapon by weapon, and it offer a clear view on the odds per weapon.
The fact is, the game rules suggest that yes, if you fight a automatic rifle, shotgun, or submachine gun at an unarmored target who is standing still 1-5 meters from you, you will, in fact, hit that target and deal horrible damage.
For some reason that doesn't strike me as strange.
I'm also keeping the following in mind:
Expertise
The person doing the shooting has been trained in the weapon. Characters who have no training in a weapon have a DM -5 to their Throw. Many NPCs will have training in one weapon, but suffer the DM -5 in other weapons. PCs often get an expertise of 0 in all weapons due to their military training which blows off that DM.
I want to be clear: In my reading of the rules, weapon expertise is handing a weapon in combat situations. Which, I'm sure don't have to mention to most folks here, is not the same thing as being at a shooting range or out hunting. So even a guy who has owned a rifle all his life on some backwater world and has used it to go out hunting will have that DM -5 the moment he's in a situation where someone is firing back at him.
So the PCs know what they are doing when handling a firearm in combat. And my thinking is: if a trained combatant fires at an unarmored opponent standing still 3 meters away I believe it is reasonable to assume the target will suffer horrible damage.
Evade
The base matrix values assume the target is
standing still.
May I suggest boldly that if you are at short range and unarmored and someone is shooting at you you not do this?
The rules provide the option of
Evade:
A combatant, at any range, may state evade as a status. The person may
not make any attack. He or she receives an advantageous DM in the defense, based on range from the attacker
- -1 if at short or close range
- -2 if at medium range
- -4 if at long or very long range
I am well aware that the DM -1 on the attack might not help at all. But here's the fact: If you try to avoid someone firing at you with a shot gun or submachine gun at three meters, trying to rush out of the way might not help.
In other case it will help... but just a little. The odds of the automatic rifle against an unarmored target at 1-5 meters moves from 100% to deal effective damage to 97.2%. Still horrible, of course. But what for goodness sake are you doing standing 3 meters from a man with an automatic rifle pointed out you who wants to kill you? At some point this is your fault.
Meanwhile, if you are are unarmored and out in the open at medium range (6-50 meters) even if you are evading, unless other circumstances intervene, you will will be hit by a man who knows what he's doing with an automatic rifle.
Because of this, might I suggest...
Cover and Concealment
The rules say:
Cover and Concealment: Cover is any solid object between an attacker and defender capable of protecting the defender from a weapon attack. Concealment is any object that prevents viewing or sighting of the defender. Cover may also be concealment, concealment is not necessarily cover.
Targets are considered under cover if they are behind a solid object which a shot cannot penetrate (such as a wall, rock, or heavy bulkhead).
An individual under cover cannot be attacked; an individual in concealment cannot be attacked unless the attacker has some reason to shoot into the area. A target may be partially concealed by walls, objects, atmospheric conditions, or darkness. Targets are considered concealed if they cannot be viewed by an attacker. If fully concealed, a target cannot be attacked.
Individuals who attack from cover become visible and may themselves be attacked; because they retain partial cover they are eligible for a defending DM of –4. Individuals who attack from concealment provide reason to believe they are present, and may be attacked; because they remain partially concealed, they are allowed a defending DM of –1.
If I may be bold: If you are unmarred and someone is hunting you with a powerful firearm, I would recommend getting to cover or hiding as quickly as possible.
If you must shoot back from cover, sort out the best range you can. For example, with the DM -4 for anyone shooting at you as you shoot from cover, if you attack someone with an automatic rifle his odds of his doing effective damage against you drop from 100% to 72.2%. Still terrible you say? Guess what? You're in a gunfight.
Horrible things happen to people in close quarter gun fights.
Might I suggest, if these odds are still aren't working for you...
Be Clever
It's a roleplaying game. The rules are designed to put the squeeze on anyone in a fight. The Classic
Traveller rules are not design to be a tabletop milsim where were move little men around knowing some might be sacrificed for the greater good. We care about the guy
we are playing. And if he's unarmored and someone is coming after him with an automatic rifle it would behoove him to come up with some idea or plan which will let him get the hell out of there, get the drop on his assailant somehow, or otherwise turn the tables and increase his odds of survival.
The point is that the Player or Players better come up with something to shift the situation around. Not because this is the way the world really works... but because this is the way science fiction adventure fiction (which is what Classic
Traveller was built to emulate) works: The protagonist is in a really tight spot, the odds are against him, and he has to come up with something interesting to turn things around. That
interesting part? That's what makes the memorable moments. That's what makes memorable game sessions. You want the screws turning against the characters to make them sweat and come up with something smart.
Now, you might be saying, "I'm not talking about getting shot at. I think it's weird that I can take all these unarmored men down with one attack and never miss."
Well, first, you're playing an awesome dude who knows how to handle a weapon and handle it well. And second, you're firing against unarmored men. Which begs the question: Why are you firing against unarmored men? Do you need to kill them? (Because the system is going to let you kill them very easily. You are awesome after all.) But will they have friends or family who will come after you. Is killing actually the best plan forward? What do you need from them? From the situation?
Instead of spending -- Jeezus -- 35 minutes of ablative damage back and forth forth, the Classic
Traveller system
lets you move on. You want these sad sacks dead? They're dead. There. You did it. Tossing dice back and forth till one side finally drops isn't interesting. What's interesting is the fallout from the death. Or imprisoning them after you get them to surrender. Or negotiating with them after you
don't kill them. Or whatever.
After all why spend a lot of time going back and forth rolling dice when ultimately one side is going to loose or not. Let's get to
that. And then see, based on the choices the PCs made, what the fallout is.
Because for me, that's where (along with clever ideas and tactics and the genuine need to come up with plans for survival as describe above) things get interesting.
I know that may not be what some people focus on. But I'm talking about what's in the rules as applied. I completely understand someone might want something else.
First Blood
Final point. The Classic
Traveller combatThrows aren't about "hitting" the target. They are about doing effective damage. The throw combine the chance to hit along with whether or not the armor protected against less effective hits.
With the First Blood rules (as written) in Book 1, the character may or may not die. All dice of Damage from the first effective hit is applied against one of the physical characteristics as determined by a random roll. (A 33% chance for each.)
The Damage dice might be enough to drive that characteristic to 0... or not.
It's a random roll. If the characteristic has a value of 6 and someone rolls 3D6 Damage and rolls a 5, the character is still up and fighting. Badly hurt... but still going.
If the Damage roll drives that characteristic to 0 the character drops. It might be from shock, from being unconscious, from a wound to the leg that is too painful for him to think about anything else... whatever.
But the point is, the character, per the rules in Book 1, is not dead.
The Traveller Book has these rules... but also muddies the matter with some additional text. For a variety of reasons, I prefer the rules from Book 1. They risk PCs getting knocked out of the fight fairly easily if someone targets them, but doesn't kill them. And I think this is elegant and clever for an RPG. (As a Referee I tend to bump off unnamed NPCs with one hit, but apply the First Blood rules for NPCs.)
So, there it is. I think in terms of gameplay
and reasonable expectations of getting shot while unarmored by powerful firearms the system works just fine, creating tension and creativity and problem solving in RPG play.