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Skill Damage

Here's a typical hit using my house system.

8+ is needed to hit.

Terran Tukera fires a rifle to hit Klue Gagarrin at Medium range.

Terran rolls 2D: 5.

+1 for Combat Rifleman skill.
+1 for DEX C.
+1 for UGM Natural Abilith (5 is less than C.)
+0 for Rifle at Medium Range.

Terran's total roll is 8.

Since the original to-hit roll is odd, we'll roll on the hit location table (even numbers hit the torso).

Klue is wearing Cloth Armor.

Terran rolls hit location: 5, 6 ... which means the torso was hit, squarely in the chest.

Now, we roll damage.

Since Terran's hit was 8, there is no random damage dice.

Terran's rifle does 3D damage: 4, 1, 1

-5 for Cloth AV
-3 for Rifle vs Cloth

6 - 8 = 0 (-2 means no damage)

So, Terran hit Klue in the chest, but his cloth armor absorbed the impact. Klue is not harmed.
 
Here's a typical hit using my house system.

8+ is needed to hit.

Terran Tukera fires a rifle to hit Klue Gagarrin at Medium range.

Terran rolls 2D: 5.

+1 for Combat Rifleman skill.
+1 for DEX C.
+1 for UGM Natural Abilith (5 is less than C.)
+0 for Rifle at Medium Range.

Terran's total roll is 8.

Since the original to-hit roll is odd, we'll roll on the hit location table (even numbers hit the torso).

Klue is wearing Cloth Armor.

Terran rolls hit location: 5, 6 ... which means the torso was hit, squarely in the chest.

Now, we roll damage.

Since Terran's hit was 8, there is no random damage dice.

Terran's rifle does 3D damage: 4, 1, 1

-5 for Cloth AV
-3 for Rifle vs Cloth

6 - 8 = 0 (-2 means no damage)

So, Terran hit Klue in the chest, but his cloth armor absorbed the impact. Klue is not harmed.
 
Here's a Brawling Combat example--

8+ is needed to hit.

Terran rolls 2D to hit Klue at Short Range: 9.

+2 for Brawling skill.
-1 for Klue's Parry (his Brawling skill).
-2 for Terran's STR 4
+0 for UGM Natural Ability
-1 for Klue's weapon block
+1 for Hands at Short Range.

Terran hits with a total of 8.

Since the original roll of 9 is an odd number, the hit location chart is used.

Hit Location Chart roll: 6 , 5. Which means Terran hit Klue in the eye.

This is a head location, so we have +1 random die.

Terran rolls damage of 1D: 2

+0 because Head not protected by helmet (AV0).
+1 for Hands vs. Nothing (no armor)
-2 for Terran's STR 4

Terran does 1 point of damage to Klue's face, and this damage is applied randomly.

1D to determine randome stat STR/DEX/END: 3 means 1 point of damage is applied to Klue's DEX for the hit.
 
Here's a Brawling Combat example--

8+ is needed to hit.

Terran rolls 2D to hit Klue at Short Range: 9.

+2 for Brawling skill.
-1 for Klue's Parry (his Brawling skill).
-2 for Terran's STR 4
+0 for UGM Natural Ability
-1 for Klue's weapon block
+1 for Hands at Short Range.

Terran hits with a total of 8.

Since the original roll of 9 is an odd number, the hit location chart is used.

Hit Location Chart roll: 6 , 5. Which means Terran hit Klue in the eye.

This is a head location, so we have +1 random die.

Terran rolls damage of 1D: 2

+0 because Head not protected by helmet (AV0).
+1 for Hands vs. Nothing (no armor)
-2 for Terran's STR 4

Terran does 1 point of damage to Klue's face, and this damage is applied randomly.

1D to determine randome stat STR/DEX/END: 3 means 1 point of damage is applied to Klue's DEX for the hit.
 
Just read the Martial Arts article in the JTAS. It uses skill to improve damage!

Well, whaddaya know?

But...I think I like my random die thingy better. I'm not increasing damage that way, but more skilled characters are still much more deadly than non-skill characters.

Example:

Jimmi, Brawling-3, will roll 10+ on his attack roll more often than Franke, Brawling-1. That means Jimmi's 1D of damage will more often be applied randomly to his opponents' stats when Jimmi rolls damage.

Jimmi will do more devestating damage, over the long run, than Franke does.
 
Just read the Martial Arts article in the JTAS. It uses skill to improve damage!

Well, whaddaya know?

But...I think I like my random die thingy better. I'm not increasing damage that way, but more skilled characters are still much more deadly than non-skill characters.

Example:

Jimmi, Brawling-3, will roll 10+ on his attack roll more often than Franke, Brawling-1. That means Jimmi's 1D of damage will more often be applied randomly to his opponents' stats when Jimmi rolls damage.

Jimmi will do more devestating damage, over the long run, than Franke does.
 
Originally posted by far-trader:
I'd have to disagree. The real world doesn't actually show better skilled marksmen hitting more often let alone more damaging locations. At least not in the typical armed encounter with an unskilled opponent.

Same probably goes for a regular street fight. Joe Average likely has a good chance of dealing as much damage as Boxing Star when there's no squared ring and referee to enforce rules. Joe Average rings Boxing Star's family jewels and he's down for the count before he finishes his fancy footwork while keeping up his guard and looking for an opening.

The only place I'd allow a bonus to damage is in a contest, like boxing or dueling, where each participant is actively looking to land the best shot. I'd never see it happening in the usual heat of battle when each opponent is just hoping to land any shot, as long as it's the first one since that will usually end it.
Actually no your wrong a heavyweight boxer even an amateur throws far more powerful blows than a normal person even one his size. The idea that because someone is a boxer they will attempt to fight Queensbury rules on the street or that they cannot use their skills outside of that rule system is a nonsense.

Boxing is one of the most useful martial arts for actual fighting, you don't approach the fight like a boxing match but the ability to move quickly and hit hard doesn't hurt... Well it does if your on the receiving end.

In a real fight Joe Average usually doesn't have what it takes to suddenly switch on a kick some arse. He'd probably be frozen in the headlights and then he'd but poleaxed on the floor. Of course why would Joe Average be fighting our boxing superstar? He must be drunk.
 
Originally posted by far-trader:
I'd have to disagree. The real world doesn't actually show better skilled marksmen hitting more often let alone more damaging locations. At least not in the typical armed encounter with an unskilled opponent.

Same probably goes for a regular street fight. Joe Average likely has a good chance of dealing as much damage as Boxing Star when there's no squared ring and referee to enforce rules. Joe Average rings Boxing Star's family jewels and he's down for the count before he finishes his fancy footwork while keeping up his guard and looking for an opening.

The only place I'd allow a bonus to damage is in a contest, like boxing or dueling, where each participant is actively looking to land the best shot. I'd never see it happening in the usual heat of battle when each opponent is just hoping to land any shot, as long as it's the first one since that will usually end it.
Actually no your wrong a heavyweight boxer even an amateur throws far more powerful blows than a normal person even one his size. The idea that because someone is a boxer they will attempt to fight Queensbury rules on the street or that they cannot use their skills outside of that rule system is a nonsense.

Boxing is one of the most useful martial arts for actual fighting, you don't approach the fight like a boxing match but the ability to move quickly and hit hard doesn't hurt... Well it does if your on the receiving end.

In a real fight Joe Average usually doesn't have what it takes to suddenly switch on a kick some arse. He'd probably be frozen in the headlights and then he'd but poleaxed on the floor. Of course why would Joe Average be fighting our boxing superstar? He must be drunk.
 
Just got back so I'm still catching up.

WJP, I would answer your player this way.

The rules would have Mike Tyson (Brawling-5) beat Joe Average (Brawling-0) because in a given combat sequence Mike would hit a LOT more often. It would not be real life in that it might take several combat rounds for Mike to KO Joe, but it would happen. RW it would probably happen in 1 combat round, in Traveller, it might take 2-3 rounds, but it would still happen. Remember Mike only needs a 3+ to hit, so he will hit just about every time. Also, his higher STR, DEX and END will give him all the advantages should Joe even hit him.

Is it a perfect model, no, but it gives you the same result in the end.

I really like your random dice option for higher hit numbers.
 
Just got back so I'm still catching up.

WJP, I would answer your player this way.

The rules would have Mike Tyson (Brawling-5) beat Joe Average (Brawling-0) because in a given combat sequence Mike would hit a LOT more often. It would not be real life in that it might take several combat rounds for Mike to KO Joe, but it would happen. RW it would probably happen in 1 combat round, in Traveller, it might take 2-3 rounds, but it would still happen. Remember Mike only needs a 3+ to hit, so he will hit just about every time. Also, his higher STR, DEX and END will give him all the advantages should Joe even hit him.

Is it a perfect model, no, but it gives you the same result in the end.

I really like your random dice option for higher hit numbers.
 
Originally posted by Plankowner:
I really like your random dice option for higher hit numbers.
Thanks, Plank, I like it too. It seems to be working out very well in play. Yep, it's deadly, but using the AVs from Striker, allowing players to reduce damage by that amount (they almost always reduce random dice first before any other), keeps the game balanced. My game is still very deadly--players want to avoide or think/be smart about combat before they get into a scrape--but it allows for some action in a game too without killing half the party when a firefight errupts.

The system is working well.

Our next game is this Thursday, and I expect more combat. When we left off last time, the crew was trying to regain control of the ship from the Vemene that turned on them. There's going to be a lot of action next time (maybe some ship-to-ship combat too!).

It will be another good workout for my House combat rules.
 
Originally posted by Plankowner:
I really like your random dice option for higher hit numbers.
Thanks, Plank, I like it too. It seems to be working out very well in play. Yep, it's deadly, but using the AVs from Striker, allowing players to reduce damage by that amount (they almost always reduce random dice first before any other), keeps the game balanced. My game is still very deadly--players want to avoide or think/be smart about combat before they get into a scrape--but it allows for some action in a game too without killing half the party when a firefight errupts.

The system is working well.

Our next game is this Thursday, and I expect more combat. When we left off last time, the crew was trying to regain control of the ship from the Vemene that turned on them. There's going to be a lot of action next time (maybe some ship-to-ship combat too!).

It will be another good workout for my House combat rules.
 
IMTU, I add a house rule for Strength bonus damage. I try to minimize the complexity, and try to stick with the simplicity of CT:

Strength Bonus:

STR 10 or 11 ---> +1 point of damage for each hit (not per each hit dice)

STR 12 or 13 ---> +2 points of damage

STR 14 or 15 ---> +3 points of damage


Example: Bart Facecrusher, a muscular brute with Strength of 13, uses his Brawling skill and successfully hits Clark Kent in the face with a club-like weapon.

Club-like weapons will normally inflict 2d6 dmg

Result: Bart will do (2d6 +2) damage


Pretty simple to remember. No complicated tables needed to enact this 'house rule'. 100% non-munchkin. Very CT.
 
IMTU, I add a house rule for Strength bonus damage. I try to minimize the complexity, and try to stick with the simplicity of CT:

Strength Bonus:

STR 10 or 11 ---> +1 point of damage for each hit (not per each hit dice)

STR 12 or 13 ---> +2 points of damage

STR 14 or 15 ---> +3 points of damage


Example: Bart Facecrusher, a muscular brute with Strength of 13, uses his Brawling skill and successfully hits Clark Kent in the face with a club-like weapon.

Club-like weapons will normally inflict 2d6 dmg

Result: Bart will do (2d6 +2) damage


Pretty simple to remember. No complicated tables needed to enact this 'house rule'. 100% non-munchkin. Very CT.
 
Originally posted by Maladominus:
IMTU, I add a house rule for Strength bonus damage.
I do this as well, but I only do it for Brawling/Blade Combat--not fire combat. And, I use whatever STR bonus CT provides.

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000423


I try to minimize the complexity, and try to stick with the simplicity of CT:


Absolutely. Simplicity is where it's at.

I don't know if you read the thread I wrote on my house combat system, but it's pretty simple. A hair more involved than standard CT, but not much (not unlike your STR bonus rule).

I basically just rearrange some things, like armor modifies damage instead of the to-hit roll.

But, all in all, my house system is rested firmly on basic CT. It's pretty much basic CT with a couple of tweaks.
 
Originally posted by Maladominus:
IMTU, I add a house rule for Strength bonus damage.
I do this as well, but I only do it for Brawling/Blade Combat--not fire combat. And, I use whatever STR bonus CT provides.

http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=44;t=000423


I try to minimize the complexity, and try to stick with the simplicity of CT:


Absolutely. Simplicity is where it's at.

I don't know if you read the thread I wrote on my house combat system, but it's pretty simple. A hair more involved than standard CT, but not much (not unlike your STR bonus rule).

I basically just rearrange some things, like armor modifies damage instead of the to-hit roll.

But, all in all, my house system is rested firmly on basic CT. It's pretty much basic CT with a couple of tweaks.
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Maladominus:
IMTU, I add a house rule for Strength bonus damage.
I do this as well, but I only do it for Brawling/Blade Combat--not fire combat. </font>[/QUOTE]Yes, I should have been more clear. It only makes sense to apply the STR bonus damage to Strength-based combat or weapons:

Brawling skill (LBB1)
Blade Combat skill (LBB1)
Unarmed Combat (Scouts & Assassins)
Melee Combat (Merchant Prince)
Martial Arts Combat (Some JTAS issue)

Alien Melee Weapons (e.g. Aslan Yurletya or "blade-hook", in Alien Module 1)
 
Originally posted by WJP:
</font><blockquote>quote:</font><hr />Originally posted by Maladominus:
IMTU, I add a house rule for Strength bonus damage.
I do this as well, but I only do it for Brawling/Blade Combat--not fire combat. </font>[/QUOTE]Yes, I should have been more clear. It only makes sense to apply the STR bonus damage to Strength-based combat or weapons:

Brawling skill (LBB1)
Blade Combat skill (LBB1)
Unarmed Combat (Scouts & Assassins)
Melee Combat (Merchant Prince)
Martial Arts Combat (Some JTAS issue)

Alien Melee Weapons (e.g. Aslan Yurletya or "blade-hook", in Alien Module 1)
 
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