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"stun or daze"

I don't know how many times I've read this over the years & why I never wondered about this before.

Book 1, p. 34:
The first wound received by any character, however, can be sufficient to stun or daze him or her, and is handled differently.
...but as I read the rules that follow, there's nothing about being stunned or dazed. You can be knocked completely unconscious, but the words "stun" or "daze" imply something less than that to me.

Am I missing something?
 
I don't know how many times I've read this over the years & why I never wondered about this before.

Book 1, p. 34:
The first wound received by any character, however, can be sufficient to stun or daze him or her, and is handled differently.
...but as I read the rules that follow, there's nothing about being stunned or dazed. You can be knocked completely unconscious, but the words "stun" or "daze" imply something less than that to me.

Am I missing something?
 
Nope, you're not missing anything. There are places in the rules that give you the impression that there were things that never made it to the final draft, but weren't completely edited out either.

If you want the best set of CT rules try and get your hands on a copy of the Traveller Book. It still has some issues like this (it calls this Critical Hits in one place, but not in the main rules), but it's the best writen version of CT that I have seen.
 
Nope, you're not missing anything. There are places in the rules that give you the impression that there were things that never made it to the final draft, but weren't completely edited out either.

If you want the best set of CT rules try and get your hands on a copy of the Traveller Book. It still has some issues like this (it calls this Critical Hits in one place, but not in the main rules), but it's the best writen version of CT that I have seen.
 
If you want a simple critical hit rule for CT then ignore the first hit rule, but apply its effects if you roll 4 or more than you need to hit.
 
If you want a simple critical hit rule for CT then ignore the first hit rule, but apply its effects if you roll 4 or more than you need to hit.
 
And if you want a first hit stuns effect then have the character make an End roll or miss their next action on the first hit only.
 
And if you want a first hit stuns effect then have the character make an End roll or miss their next action on the first hit only.
 
Little things like this have always made for interesting refereeing.

Sigg, I like your ideas. I will have to jot them down....
 
Little things like this have always made for interesting refereeing.

Sigg, I like your ideas. I will have to jot them down....
 
Originally posted by Sigg Oddra:
If you want a simple critical hit rule for CT then ignore the first hit rule, but apply its effects if you roll 4 or more than you need to hit.
I like a "natural doubles" rule that gives you a critical hit if you roll doubles and score a hit myself, but this one works too.
 
Originally posted by Sigg Oddra:
If you want a simple critical hit rule for CT then ignore the first hit rule, but apply its effects if you roll 4 or more than you need to hit.
I like a "natural doubles" rule that gives you a critical hit if you roll doubles and score a hit myself, but this one works too.
 
There's a stun/daze rule in the AHL combat system (alas I no longer remember what it was -- if you suffer a Light Wound you make some sort of roll to avoid being stunned, and if you are stunned then you make a roll each round to become un-stunned) that might be worth checking out. And, for that matter, the AHL system in general is worth checking out -- I don't think I'd ever want to run the Book 1 combat system again.
 
There's a stun/daze rule in the AHL combat system (alas I no longer remember what it was -- if you suffer a Light Wound you make some sort of roll to avoid being stunned, and if you are stunned then you make a roll each round to become un-stunned) that might be worth checking out. And, for that matter, the AHL system in general is worth checking out -- I don't think I'd ever want to run the Book 1 combat system again.
 
Originally posted by Fritz88:
Little things like this have always made for interesting refereeing.

Sigg, I like your ideas. I will have to jot them down....
Glad you like 'em
 
I've always treated it like this:

One stat at zero: lose the turn (conscious, unable to react.
Two stats at zero: unconscious-out of fight, will wake up when situation is non critical or as story needs.
Three stats at zero: here's two dice and a new character sheet.

LIW
 
I've always treated it like this:

One stat at zero: lose the turn (conscious, unable to react.
Two stats at zero: unconscious-out of fight, will wake up when situation is non critical or as story needs.
Three stats at zero: here's two dice and a new character sheet.

LIW
 
Originally posted by T. Foster:
There's a stun/daze rule in the AHL combat system (alas I no longer remember what it was -- if you suffer a Light Wound you make some sort of roll to avoid being stunned, and if you are stunned then you make a roll each round to become un-stunned) that might be worth checking out. And, for that matter, the AHL system in general is worth checking out -- I don't think I'd ever want to run the Book 1 combat system again.
If you take a light wound from gun combat roll a d6. If you roll a 6 you are unconscious.
Each following turn roll a d6, on a 6 you wake up.
There is also a stun result on the melee matrix which results in the same penalties as being lightly wounded, but no roll for unconsciousness, for ther remainder of this action phase and all of the next.
 
Originally posted by T. Foster:
There's a stun/daze rule in the AHL combat system (alas I no longer remember what it was -- if you suffer a Light Wound you make some sort of roll to avoid being stunned, and if you are stunned then you make a roll each round to become un-stunned) that might be worth checking out. And, for that matter, the AHL system in general is worth checking out -- I don't think I'd ever want to run the Book 1 combat system again.
If you take a light wound from gun combat roll a d6. If you roll a 6 you are unconscious.
Each following turn roll a d6, on a 6 you wake up.
There is also a stun result on the melee matrix which results in the same penalties as being lightly wounded, but no roll for unconsciousness, for ther remainder of this action phase and all of the next.
 
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