• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Skill Damage

Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Armor:
Nothing Jack Mesh Cloth Reflec Ablat Cbt Armor
+2 +1 -1 -1 +1 0 -6

Range Matrix:

Close Short Medium+ Wound Inflicted
+1 +2 no 1D*</pre>
* If wearing approved gloves the wound is stunning damage only. [/quote]BTW, one of the JTAS articles has some stuff like this on martial arts: Kicks, punches, easter weapons, etc.

I haven't read the article, but it looked cool. I'll get around to it.
</font>[/QUOTE]That could even be where I orginally got the idea if I didn't make it up. It's so long ago I don't remember for sure and most of those notes were tossed in a clean up years ago due to mold. I may have to save up for the reprints
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Defender's Armor:
Nothing Jack Mesh Cloth Reflec Ablat Cbt Armor
+2 +1 -1 -1 +1 0 -6

Range Matrix:

Close Short Medium+ Wound Inflicted
+1 +2 no 1D*</pre>
* If wearing approved gloves the wound is stunning damage only. [/quote]BTW, one of the JTAS articles has some stuff like this on martial arts: Kicks, punches, easter weapons, etc.

I haven't read the article, but it looked cool. I'll get around to it.
</font>[/QUOTE]That could even be where I orginally got the idea if I didn't make it up. It's so long ago I don't remember for sure and most of those notes were tossed in a clean up years ago due to mold. I may have to save up for the reprints
 
I'm still not quite getting that random die idea. I'm probably too tired and it'll make sense tomorrow but if you can think of a way to explain it better it couldn't hurt. I'm intrigued by it, just not sure enough how it works to know if I like it or not
I need some sleep first though.
 
I'm still not quite getting that random die idea. I'm probably too tired and it'll make sense tomorrow but if you can think of a way to explain it better it couldn't hurt. I'm intrigued by it, just not sure enough how it works to know if I like it or not
I need some sleep first though.
 
Originally posted by far-trader:
I'm still not quite getting that random die idea. I'm probably too tired and it'll make sense tomorrow but if you can think of a way to explain it better it couldn't hurt.
It's simple, really.

First, forget the First Blood rule in CT (where all damage from the first hit is applied randomly to a single stat). This rule replaces that rule.

(I always had a problem with just the first attack being random and no chance of any other attack later in the fight being random anyway.)

Here we go with the better explanation....

============================================


An attack roll of 8+ is needed to hit, per regular CT rules.

For every two points rolled over that target number, one of the damage dice from the damage throw is made random.

So, if a total of 10 or 11 is thrown, then 1D from the total damage dice is random.

If 12 or 13 is rolled on the attack, then 2D from the total damage is applied randomly.

But, the rule does not INCREASE the number of damage dice thrown. It only designates which of the dice thrown are applied randomly to damage.

I'll give you a couple examples.

============================================


Example 1:

Frett obtains a hit in brawling combat. He rolls 11 with his 2D throw, and his bonuses for skill and such bring him up to a total attack throw of 15.

He's attacking with his hands, so he does 1D damage.

That 1D of damage is applied randomly to the target's stats.

So, if Frett rolls 3 points of damage, the total of that 3 points will either be applied to the target's STR, DEX, or END score randomly.

Roll 1D: 1-2 = STR; 3-4 = DEX; 5-6 = END.

Roll is 5. 3 points of damage, from Frett's hit, is taken off the target's END.


Example 2.

Frett now picks up his revolver and fires it. He hits, his total attack throw being 12.

A revolver does 3D damage. Frett's hit indicates 2 of those damage dice will be applied randomly.

Frett's damage is (the first two are the random dice): 5 , 6, 1.

5 points is delivered randomly to the target.

6 points is delivered randomly to the target.

1 point can be taken on any of the three stats as the target's player sees fit (he chooses where the damage goes).


Example 3.

Frett now picks up his shotgun. He hits with a total of 9. His shotgun does 4D damage, but none of these dice are random.

All four dice can be taken on the target's stats as the defender sees fit--no random dice.


Example 4.

Frett fights now with his dagger. He makes a jumbo hit, with a total of 18.

The dagger does 2D damage, so both dice will be applied randomly to the target.
 
Originally posted by far-trader:
I'm still not quite getting that random die idea. I'm probably too tired and it'll make sense tomorrow but if you can think of a way to explain it better it couldn't hurt.
It's simple, really.

First, forget the First Blood rule in CT (where all damage from the first hit is applied randomly to a single stat). This rule replaces that rule.

(I always had a problem with just the first attack being random and no chance of any other attack later in the fight being random anyway.)

Here we go with the better explanation....

============================================


An attack roll of 8+ is needed to hit, per regular CT rules.

For every two points rolled over that target number, one of the damage dice from the damage throw is made random.

So, if a total of 10 or 11 is thrown, then 1D from the total damage dice is random.

If 12 or 13 is rolled on the attack, then 2D from the total damage is applied randomly.

But, the rule does not INCREASE the number of damage dice thrown. It only designates which of the dice thrown are applied randomly to damage.

I'll give you a couple examples.

============================================


Example 1:

Frett obtains a hit in brawling combat. He rolls 11 with his 2D throw, and his bonuses for skill and such bring him up to a total attack throw of 15.

He's attacking with his hands, so he does 1D damage.

That 1D of damage is applied randomly to the target's stats.

So, if Frett rolls 3 points of damage, the total of that 3 points will either be applied to the target's STR, DEX, or END score randomly.

Roll 1D: 1-2 = STR; 3-4 = DEX; 5-6 = END.

Roll is 5. 3 points of damage, from Frett's hit, is taken off the target's END.


Example 2.

Frett now picks up his revolver and fires it. He hits, his total attack throw being 12.

A revolver does 3D damage. Frett's hit indicates 2 of those damage dice will be applied randomly.

Frett's damage is (the first two are the random dice): 5 , 6, 1.

5 points is delivered randomly to the target.

6 points is delivered randomly to the target.

1 point can be taken on any of the three stats as the target's player sees fit (he chooses where the damage goes).


Example 3.

Frett now picks up his shotgun. He hits with a total of 9. His shotgun does 4D damage, but none of these dice are random.

All four dice can be taken on the target's stats as the defender sees fit--no random dice.


Example 4.

Frett fights now with his dagger. He makes a jumbo hit, with a total of 18.

The dagger does 2D damage, so both dice will be applied randomly to the target.
 
It's very simple.

Rolling 2 points over your target number means that one of your damage dice is applied randomly.

Rolling 4 points over your target means that two damage dice are random.

Rolling 6 points over your target means three of your damage dice are applied randomly to the target.

Etc.

You're not adding dice to the damage--you're deciding which number of dice from those allotted for the weapon's damage are applied randomly to the target's stats.
 
It's very simple.

Rolling 2 points over your target number means that one of your damage dice is applied randomly.

Rolling 4 points over your target means that two damage dice are random.

Rolling 6 points over your target means three of your damage dice are applied randomly to the target.

Etc.

You're not adding dice to the damage--you're deciding which number of dice from those allotted for the weapon's damage are applied randomly to the target's stats.
 
Originally posted by WJP:
Speaking with one of my players yesterday, he hit me with a quandry--something that Traveller doesn't model very well.

Let's say Mike Tyson, at the top of his game, got into a fist fight with a normal joe. Of course Mike would hit--he's got Boxing-5. That's a whopping +5 to his attack throw.

Hitting is not the problem. It's the damage.

"Hands" do 1D damage. That's it. No matter who is doing the hitting.
Ever hear of a strength bonus? Traveller doesn't apply them to hit, but it still applies them to damage.
 
Originally posted by WJP:
Speaking with one of my players yesterday, he hit me with a quandry--something that Traveller doesn't model very well.

Let's say Mike Tyson, at the top of his game, got into a fist fight with a normal joe. Of course Mike would hit--he's got Boxing-5. That's a whopping +5 to his attack throw.

Hitting is not the problem. It's the damage.

"Hands" do 1D damage. That's it. No matter who is doing the hitting.
Ever hear of a strength bonus? Traveller doesn't apply them to hit, but it still applies them to damage.
 
Originally posted by Laryssa:
Ever hear of a strength bonus? Traveller doesn't apply them to hit, but it still applies them to damage. [/QB]
Don't you have that backwards? Traveller applies a STR bonus to hit, but not to damage.

Note, though, in my house rule, I do allow the STR bonus (or STR penalty) to modify damage.
 
Originally posted by Laryssa:
Ever hear of a strength bonus? Traveller doesn't apply them to hit, but it still applies them to damage. [/QB]
Don't you have that backwards? Traveller applies a STR bonus to hit, but not to damage.

Note, though, in my house rule, I do allow the STR bonus (or STR penalty) to modify damage.
 
Originally posted by WJP:
It's very simple.

Rolling 2 points over your target number means that one of your damage dice is applied randomly.

Rolling 4 points over your target means that two damage dice are random.

Rolling 6 points over your target means three of your damage dice are applied randomly to the target.

Etc.

You're not adding dice to the damage--you're deciding which number of dice from those allotted for the weapon's damage are applied randomly to the target's stats.
Dan,

One more thing...

I use a hit location chart, and that chart will sometimes alter the number of random dice used based on hit location.

Here's the chart....

-------------------------------------------------

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">HIT LOCATION
------------------------------------------------
D6 Location Random Arm/Leg Torso Head
-- -------- ------- --------- ------- -----
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]NOTE: Throw 2D on this chart. On die indicates location. The other indicates sub-location.

NOTE: All even numbered attack throws hit the torso. When an attack throw totals to an odd number, use this chart (otherwise skip it).

NOTE: Some of the dice in a damage throw can be applied randomly to a target's stats. For every 2+ points thrown over the target number of 8, allow for a damage die to be applied randomly to the victim (10+ allows 1 random die; 12+ allows 2 random dice; 14+ allows 3 random dice; and so on). The Hit Location chart may indicate additional random dice. Note that the total damage dice from an attack is never increased--this only designates which of those damage dice are applied randomly to the target.
 
Originally posted by WJP:
It's very simple.

Rolling 2 points over your target number means that one of your damage dice is applied randomly.

Rolling 4 points over your target means that two damage dice are random.

Rolling 6 points over your target means three of your damage dice are applied randomly to the target.

Etc.

You're not adding dice to the damage--you're deciding which number of dice from those allotted for the weapon's damage are applied randomly to the target's stats.
Dan,

One more thing...

I use a hit location chart, and that chart will sometimes alter the number of random dice used based on hit location.

Here's the chart....

-------------------------------------------------

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">HIT LOCATION
------------------------------------------------
D6 Location Random Arm/Leg Torso Head
-- -------- ------- --------- ------- -----
1 Leg Foot/Hand Groin Neck
2 Leg Lower Stomach Neck
3 Arm -1 Lower Stomach Face
4 Arm -1 Upper Chest Ear
5 Torso Upper Chest Eyes
6 Head +1 Upper Chest Nose</pre>[/QUOTE]NOTE: Throw 2D on this chart. On die indicates location. The other indicates sub-location.

NOTE: All even numbered attack throws hit the torso. When an attack throw totals to an odd number, use this chart (otherwise skip it).

NOTE: Some of the dice in a damage throw can be applied randomly to a target's stats. For every 2+ points thrown over the target number of 8, allow for a damage die to be applied randomly to the victim (10+ allows 1 random die; 12+ allows 2 random dice; 14+ allows 3 random dice; and so on). The Hit Location chart may indicate additional random dice. Note that the total damage dice from an attack is never increased--this only designates which of those damage dice are applied randomly to the target.
 
Using the hit location chart and the random damage dice rule....

Frits uses his shotgun to hit his opponent in the arm. Frits' roll is a total of 11.

Since an arm hit is -1 random die, none of the shotgun's 4D damage is applied randomly.


-----------------

On the other hand, Frits hits his opponent in the face with a Brawling roll of 8, right on the money to hit.

Normally, Frits' 1D damage he gets from use of his hands as a weapon would not be applied randomly to the target since the roll was only an 8. But, Frits hit his opponent's head, making the 1D of damage random.
 
Using the hit location chart and the random damage dice rule....

Frits uses his shotgun to hit his opponent in the arm. Frits' roll is a total of 11.

Since an arm hit is -1 random die, none of the shotgun's 4D damage is applied randomly.


-----------------

On the other hand, Frits hits his opponent in the face with a Brawling roll of 8, right on the money to hit.

Normally, Frits' 1D damage he gets from use of his hands as a weapon would not be applied randomly to the target since the roll was only an 8. But, Frits hit his opponent's head, making the 1D of damage random.
 
(...all typed prior to the hit location and other extras, still need to look at those
)

Thanks, the examples helped, especially #2. I had it mostly right, but I was thinking that the random damage die(s) were all applied to one random stat (much like the First Blood rule). I see now you roll for each one, so the chance of all the random damage being on the same ability (and more incapcitating) is less. At least comparing first hit with first hit unless it's a marginal hit (and so no random die of damage is awarded).

I think this makes combat more deadly than CT with the First Blood rule since (if I read it right) you do this for every wound and not just the first, taking away control of damage from the targeted character when the hit is well placed. I do kind of like how it means more skilled combatants will deal more deadly wounds though.
 
(...all typed prior to the hit location and other extras, still need to look at those
)

Thanks, the examples helped, especially #2. I had it mostly right, but I was thinking that the random damage die(s) were all applied to one random stat (much like the First Blood rule). I see now you roll for each one, so the chance of all the random damage being on the same ability (and more incapcitating) is less. At least comparing first hit with first hit unless it's a marginal hit (and so no random die of damage is awarded).

I think this makes combat more deadly than CT with the First Blood rule since (if I read it right) you do this for every wound and not just the first, taking away control of damage from the targeted character when the hit is well placed. I do kind of like how it means more skilled combatants will deal more deadly wounds though.
 
Originally posted by far-trader:
I think this makes combat more deadly than CT with the First Blood rule since (if I read it right) you do this for every wound and not just the first, taking away control of damage from the targeted character when the hit is well placed.
It hasn't been so far in practice. Maybe that's because I use Striker AVs too, to lessen damage.

The CT First Blood rule, with all damage dice off of one stat randomly, is a killer. It hasn't made for good games in my experience.

But, this random die thingy I've come up with is popular with my players. They like how you can roll high and do better damage (I say "better" instead of "more" because the damage is the same, but more deadly in being random).

Also, after the first hit, the normal CT way, players tend to relax because the First Blood rule only applies to the first hit.

In my game, anytime a high roll happens, combat can hurt.

My players are still "afraid" of combat using this method, because it is still very deadly. But, with the Striker AVs, we can do some fire fights and not wipe out half the player characters (if they're smart about how they fight).

Also--

I use the UGM task system. Boxcars on the to-hit roll means a Critical Success is possible. If the Critical Success check succeeds, then I usually add 1 to the number of random dice used in the damage roll.
 
Originally posted by far-trader:
I think this makes combat more deadly than CT with the First Blood rule since (if I read it right) you do this for every wound and not just the first, taking away control of damage from the targeted character when the hit is well placed.
It hasn't been so far in practice. Maybe that's because I use Striker AVs too, to lessen damage.

The CT First Blood rule, with all damage dice off of one stat randomly, is a killer. It hasn't made for good games in my experience.

But, this random die thingy I've come up with is popular with my players. They like how you can roll high and do better damage (I say "better" instead of "more" because the damage is the same, but more deadly in being random).

Also, after the first hit, the normal CT way, players tend to relax because the First Blood rule only applies to the first hit.

In my game, anytime a high roll happens, combat can hurt.

My players are still "afraid" of combat using this method, because it is still very deadly. But, with the Striker AVs, we can do some fire fights and not wipe out half the player characters (if they're smart about how they fight).

Also--

I use the UGM task system. Boxcars on the to-hit roll means a Critical Success is possible. If the Critical Success check succeeds, then I usually add 1 to the number of random dice used in the damage roll.
 
Back
Top