Originally posted by Plankowner:
WJP, I like the idea of allowing the gunner to use his skill to get extra attacks; I might limit the number to 1/2 the Gunner skill, so that it doesn't become too powerful.
If we're using Book 2 combat, I don't think we have to worry about it becoming too powerful ... because only one gunner is assigned each turret.
If a ship has two turrets, then it's up to the gunners in those turrets to fire the weapons ... so, you'd need two gunners with good skill in
each turret to take full advantage of what we're talking about here.
Also, remember the DM on the damage table.
If you taken
even one extra shot, then the Power Plant hit (result 2 on the damage table) and the Criical hit (result 12 on the damage table) are
not possible.
If you take three or more shots, then it is very likely that your low-powered laser shots will only result in Hull and Hold hits (which aren't that damaging to a vessel in combat).
Let's say you've got a Gunner-3 in a turret. If he takes all four of his allotted shots, then he's got -3 on all of his shots (11+ needed to hit! ... which makes it unlikely he'll even hit once!), and even if he does hit, his damage table will look like this:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">4 Jump
5 Fuel
6 Hull
7 Hull
8 Hold
9 Computer</pre>[/QUOTE]If a 2 is rolled on the damage chart, then the modifier brings it up to a 5. If a 6 is rolled, then the DM brings it to a 9.
If a 12 is rolled, the DM brings it to a 9. If a 7 is rolled, the DM brings it to a 4.
So, Criticals are not possible, and it's unlikely a gunner will hit and do damage with a lower powered blast.
Players will have to use this tactic strategically.
Possible Problem: The "Jump" hit is actually more likely on this adjusted table. Throw a 7, and it's modified to 4.
Thought: We'll have to figure how this all effects ordance launch.
That could even be an optional rule for NORMAL space combat. Adds more rolls, but definitely adds the PC into the boardgame...
That's the beauty of Book 2 combat. It's
focused on role playing. It can be just a board game, but it lends itself well to rpg-focused play.
Two nights ago, I ran a ship combat. We went something like three combat rounds, but MOST of the play during the night happened
inside the players ship as they were reading and interpreting sensor readings, jumping into their vacc suits, dealing with the leak on the hatch to the boat bay when the air/raft housing took a hit.
There was a lot of gaming inside the ship--much more than the plotting that was done with the two ships on the hex board. I even had to pop out the deck plans for some aspects of play inside the PC's ship.
Book 2 combat. I don't know why any other version of Traveller didn't use it. It's definitely much more fun than any other Traveller space combat system I've seen.
Reducing combat round time is also a good idea. I don't think I would go down to the seconds though. Perhaps Close (1 minute), Short (5 minutes), Medium/Long/Vlong (15 minutes).
Just for easy figuring, I use a 15 minute space combat round in my game (15 minute space combat round and a 15 second personal combat round).
But, as you know, Book 2 space combat is really 16.67 minutes (1000 seconds).
Like you, I'd probably go with the minute thing. I was just keeping the 1000 seconds in there for purists.