Supplement Four
SOC-14 5K
This was a reply of mine to Sig in another thread, but I didn't want to hijack the thread (and Sig mentioned it would probably be better as a different topic), so I thought it best to post it here.
Instead of re-writing the whole thing, I'll just copy in the entire reply, with Sig's quote.
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CTI started life as a One Die Classic Traveller system.
And, it's easy to still use the system that way.
One roll (or series of rolls, if you get to re-roll) covers to-hit, damage, and hit location.
It's a mean, lean, game system.
I mention it because you're into streamlining, Sig.
Here's how it works.
You roll your CTI dice, one at a time, and get a total.
If you hit, whatever was thrown over your target is your base damage.
If a hit was made, then additional damage due to your weapon is added.
The last result of your die is your hit location.
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Quickie example
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Fred has DEX-7 and Revolver-2. He fires at a target at Short range.
1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.
9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).
8+ was needed to hit. Fred hit with his 11, and he has a base damage of 3 points (11-8).
Then, we add in extra damage due to the weapon used (use a +1 for every "D" of damage). A revolver does +3.
So, in TWO quick rolls of a single die...
(1) We know that Fred hit.
(2) We know that Fred did 6 points of damage.
(3) We know that Fred hit the target's hit location #5 (we'll say that's his left leg).
And...guess what! This system also defines every level of stat and skill with a different benefit!
Whaddya think of that, Sig, for consolidation?
Two rolls...everything you need to know for the combat round.
Instead of re-writing the whole thing, I'll just copy in the entire reply, with Sig's quote.
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Interesting side-note (Or, maybe not so interesting side note).Originally posted by Sigg Oddra:
But these days I'm very much into rules lite, minimum number of die rolls and all that.
I want one to hit roll and one damage roll (I've even dropped the hit location bit thanks to something daryen posted), it speeds play.
CTI started life as a One Die Classic Traveller system.
And, it's easy to still use the system that way.
One roll (or series of rolls, if you get to re-roll) covers to-hit, damage, and hit location.
It's a mean, lean, game system.
I mention it because you're into streamlining, Sig.
Here's how it works.
You roll your CTI dice, one at a time, and get a total.
If you hit, whatever was thrown over your target is your base damage.
If a hit was made, then additional damage due to your weapon is added.
The last result of your die is your hit location.
-------------
Quickie example
-------------
Fred has DEX-7 and Revolver-2. He fires at a target at Short range.
1D is thrown. Result is a 4. One re-roll allowed because total is lower than Stat. A 5 turns up on the re-roll.
9 +2 (Range) = 11 (Skill is already considered in the rolling above--we're consolidating, Sig!).
8+ was needed to hit. Fred hit with his 11, and he has a base damage of 3 points (11-8).
Then, we add in extra damage due to the weapon used (use a +1 for every "D" of damage). A revolver does +3.
So, in TWO quick rolls of a single die...
(1) We know that Fred hit.
(2) We know that Fred did 6 points of damage.
(3) We know that Fred hit the target's hit location #5 (we'll say that's his left leg).
And...guess what! This system also defines every level of stat and skill with a different benefit!
Whaddya think of that, Sig, for consolidation?
Two rolls...everything you need to know for the combat round.