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!
As for Cloth Armor, please tell me more ... you say it is (as far as I can tell) ineffective ("easily penetrated").
Someone firing from around cover would be more exposed than just head and shoulders.
The "Instahit" issue is not an "instadeth" issue....
No matter the narrowness of the hit roll's success, be it by 0 or by 18 points... it always does the listed dice of damage.
Ty Beard's "Double Tap" variant mitigates this to the extent he describes in the first post here.
As for Classic Traveller leaning too much on ease of use... I'll disagree.
YMMV.
I have come to believe this view is overstated
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.)
I do see differing text, but I'm not quite sure what you see as the difference. The text has always indicated incapacitation or death was possible, so the damage must be able to overflow in some way and the text in The Traveller Book and Starter Traveller make sense from this perspective. The word "entirely" dropped after the 1977 edition does add some confusion.
The word "entirely" dropped after the 1977 edition does add some confusion.
I'm also curious what happens if you apply a damage die with a 6 to a characteristic that has less than 6 points remaining. My gut feel based on the rules is that is goes to 0 and the excess is ignored, allowing clever players to take a (non first blood) hit that in total would kill them and distribute the dice such that a lot of damage is "wasted". Of course that would assume you also get to pick the order of applying the damage (so you can pile up all those small dice to a characteristic bringing it to 1 and then apply a big 5 or 6 die shedding 4 or 5 points of damage...). Again, my gut feel is that players may play such games, the rules make no statement of constraint on the choice of which characteristic to apply any given die of damage to, and instead states in The Traveller Book and Starter Traveller "The wounded player may decide which physical characteristic receives specific wound points in order to avoid or delay unconsciousness for as long as possible."
Hi Frank,
The text is squishy in all three editions, and so I was being unfair in my statement. I have my interpretation of the 1977 rules that I have in my head that is now concrete... but honestly, it's just an interpretation. That interpretation, as mentioned above, is that a single characteristic dropping to 0 is unconscious/shock/debilitating wound for PCs and important NCPs, and death for some NPCs. That's how I get the "even death" component into play.
I like the ease of this application. And it sort of meets the criteria of the text. But if pressed, it's clearly an interpretation of a text that needs interpretation.
Yes. Which is my point. Things do get fuzzier after that. The easy fix is to re-write it:
"This first wound is first applied to one of the three physical characteristics (strength, dexterity, or endurance) determined randomly. If that characteristic is reduced to zero, then any remaining hits are then distributed to the other physical characteristics on a random basis. As a result, first blood may immediatel y incapacitate or even kill."
That does clear it up and might well be a finalized writing of the original intent of the rules.
But I actually like the rule that will risk important characters falling unconscious rather than killing them outright. For one thing this maps more precisely to most gunshot wounds in combat.
More importantly for the RPG context it keeps the PCs alive while retaining a high cost for getting hit. For this reason reason in particular I'm fond of the original interpretation I came up with.
I see this as another mini-game in Traveller (a good one) and agree with this interpretation.
Also a good reminder that so often when we are arguing about the rules we are arguing OUR PERSONAL VERSION of the rules, the collection of our exposure, input from others, and our own interpretation of how we read the rules.
Of the grogs I have gamed with who have gamed the entire time, most have come to despise the "Gygaxian Spew"... both the incoherency of the rules and the lack of organization, plus the so many digressions that should be sidebars... So many were looking for better that it turned into an industry...:devil:
Just because we've gray beards and have been playing for 3.5+ decades doesn't mean we actually liked the crappy rules of the era. We played them for lack of knowing anything better... until we did.
Some of the grogs do like it... but many more don't.
Here are the things I'm missing, some of which must have been house ruled or read from other sources:
* Details of skill rolls for starship crew skills
* A 15 or 25mm scale combat system with action points
* The Scout Belt secret
Of the grogs I have gamed with who have gamed the entire time, most have come to despise the "Gygaxian Spew"
Some of the grogs do like it... but many more don't.
The existence the last several years of the Old School Renaissance, that was based to a large degree on OD&D and 1st ed (and the Open Game License relating to them), I'm not sure those last two comments bare out. 1st edition, with all it's mess, is a system that has been defunct for decades, but still gets a lot of play. It's fandom is still a fairly strong community. And my group of the last 9 years or so was put together primarly as a 1st edition group. Those of us who love it love it for its flaws and all. And it's not just nostalgia. It just works for us, and maintains the "feel" of old school games.
I have personally loved certain games that do have strict crunch that you can't mess with too much. Hero System and Call of Cthulhu have always been part of my big 3 faves along with old D&D. While CoC doesn't need much crunch, Hero system does, and you need to hew to the rules. But for pure gonzo fantasy high magic, for me, a system that can be fiddled with extensively, with many calls and rulings being made on the spot because the rules don't specifically tell you what to do, is pure creativity for me as a GM. And makes a world feel more real to me, which is saying something considering that gonzo I mentioned.
BTW old school Runequest was also a fave back in the day. Love the elegance of the Basic Role-Playing system. Once I threw out Strike Rank, that is
Thanks. I'll take a look at that. Now all I need is a new space combat system.
The existence the last several years of the Old School Renaissance, that was based to a large degree on OD&D and 1st ed (and the Open Game License relating to them), I'm not sure those last two comments bare out. 1st edition, with all it's mess, is a system that has been defunct for decades, but still gets a lot of play.
I have personally loved certain games that do have strict crunch that you can't mess with BTW old school Runequest was also a fave back in the day. Love the elegance of the Basic Role-Playing system. Once I threw out Strike Rank, that is
Good thoughts about how and why to interpret the rules.
Also a good reminder that so often when we are arguing about the rules we are arguing OUR PERSONAL VERSION of the rules, the collection of our exposure, input from others, and our own interpretation of how we read the rules.
Having published a few OSR products myself I am pretty knee deep into it so to speak. The basic gist is that OD&D was written for the wargaming community as it existed in 1970s. It a great game but also a game that doesn't both to explain many things that community assumed. Since OD&D "escaped" into the larger public who were not miniature wargamers, Gygax and TSR were playing catch up ever since.
Once you learn about those assumptions than OD&D is definitely playable. Doesn't mean you will like it everybody has their preferences of course. Thanks to the internet the ability for people from "back in the day" to talk about all this stuff has gotten way easier. Which is one of the factor that led to the resurgence of classic D&D in the form of the OSR.
With a multitude of editions many of which cover the same thing way in slightly different ways, I am not surprised people cobble together their own custom version of Traveller.
With Classic Traveller, you have Striker, Azhanti High Lightning, Snapshot, and Core books to choose from. Then you could throw in stuff from MT, MgT (1e or 2e), T4, or T5.
Personally I view that as a good thing not a problem.