So you reckon the damage _value_ never increases, even from crits & head hits? Well, fair enough. My approach has worked fine for me.
Re chest hits - as it's only a 1 in 10 chance - 2/3 of torso hits are 'abdomen', I assume this represents hits to the area sheathing the heart, lungs & other vital organs. The x2 damage to PCs from chest hits isn't a big deal, most PCs have huge chest hp totals in TNE anyway. For NPCs, it's ok if they're killed by chest hits (ca 50% chance from a net 3d6 wpn on my rules) - it only happens if the attack gets through their armour, anyway, since blunt trauma damage cannot cause instant death.
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
There are better ways, IMO, than the TNE method. Like CORPS, where you can take Toughness, or EABA (soon to be released) with "Larger than Life" as an advantage. It was not a "travellerism", but a T2Kism, and one my players and I didn't like. (Nor did we like that A PC survived a bite from a 40Ton Flying Puncer that had just successfully bitten the Air-Raft in half. Why, Hit locations. One arm, both legs gone. The air raft has one damage point pool.)
I have no objection at all to you not liking it. I have the Classic Traveller rules, and frankly for most purposes they're a much better system - for a Star Trek type game, say. Even for a moderately realistic military-sf setting (Space: Above & Beyond, say) TNE PCs are overpowered.
All I'm saying is that TNE works well for my space opera game, the hp rules give the 'larger than life' feel to the PCs. Also I tweaked Initiative slightly - for this game all military-career PCs get Initiative 4, or 5 with the +1 Spec Ops bonus.
TNE was the most mechanically different traveller edition before GT. NOTHING about it was compatible outside the UPP system. And even there, you had to regress worlds. And it was a poor attempt to maintain continuity while completely eliminating the thing which most said traveller to me: the Third Imperium, and the rest of the award winning setting.
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I agree about the setting, the Imperium was/is great and I was annoyed it didn't exist in the Traveller edition I purchased! But I've found that I can use lots of it in a homebrew 'reclaim the galaxy' campaign, just by changing the emphasis to get a more freewheeling, space-operatic environment.
Re chest hits - as it's only a 1 in 10 chance - 2/3 of torso hits are 'abdomen', I assume this represents hits to the area sheathing the heart, lungs & other vital organs. The x2 damage to PCs from chest hits isn't a big deal, most PCs have huge chest hp totals in TNE anyway. For NPCs, it's ok if they're killed by chest hits (ca 50% chance from a net 3d6 wpn on my rules) - it only happens if the attack gets through their armour, anyway, since blunt trauma damage cannot cause instant death.
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
There are better ways, IMO, than the TNE method. Like CORPS, where you can take Toughness, or EABA (soon to be released) with "Larger than Life" as an advantage. It was not a "travellerism", but a T2Kism, and one my players and I didn't like. (Nor did we like that A PC survived a bite from a 40Ton Flying Puncer that had just successfully bitten the Air-Raft in half. Why, Hit locations. One arm, both legs gone. The air raft has one damage point pool.)
I have no objection at all to you not liking it. I have the Classic Traveller rules, and frankly for most purposes they're a much better system - for a Star Trek type game, say. Even for a moderately realistic military-sf setting (Space: Above & Beyond, say) TNE PCs are overpowered.
All I'm saying is that TNE works well for my space opera game, the hp rules give the 'larger than life' feel to the PCs. Also I tweaked Initiative slightly - for this game all military-career PCs get Initiative 4, or 5 with the +1 Spec Ops bonus.
TNE was the most mechanically different traveller edition before GT. NOTHING about it was compatible outside the UPP system. And even there, you had to regress worlds. And it was a poor attempt to maintain continuity while completely eliminating the thing which most said traveller to me: the Third Imperium, and the rest of the award winning setting.
<HR></BLOCKQUOTE>
I agree about the setting, the Imperium was/is great and I was annoyed it didn't exist in the Traveller edition I purchased! But I've found that I can use lots of it in a homebrew 'reclaim the galaxy' campaign, just by changing the emphasis to get a more freewheeling, space-operatic environment.