Originally posted by hunter:
Suggestions on fixes? Not the deadly part (don't want to change that ), but on the dual scale for vehicle sizes and non-lethal combat. Ship combat I am working on to a degree. I just reposted my working High Guard20 rules back in the Moot.
(BTW love the Quiet Man reference! One of my favorite movies)
Suggestions on fixes? Well you need to choose either the scale of vehicles as published in the THB or the scale of vehicles as published in the Traveller's Aide Vehicle guides. Mostly comes down to the vls to Displament ton conversion rate.
For Starship Combat, I came up with a fix, but it appears you have decided to go the other way. Here is my solution.
1. Use BAB and eliminate the gunnery skill. (Internally more consistent.)
2. Remove the +5 crit modifier for Spinal mounts.
3. Starship weapons have a maximum crit modifier of x4.
4. Spinal mounts do damage based on USP code not a flat 16 dice.
This eliminates the PMOS-Gunnery nastiness, especially with Spinal Meson Weapons. It slows down the hit on a 2+. It provides a reason to actually build something bigger than a Light Cruiser. And Drednaughts, especially large ones, actually might survive more than one hit. (Though they will get hurt.)
Further it does not destroy small ship combat, which High Guard did, at the same time.
Leave it deadly. It is correct. I love being able to have long brawls, but they do run a little long, I honestly don't know what to do about it, without making deadly combat, more deadly (which would be a mistake).