Well, that does it.
Break out the cutlasses mateys! It's a pirate's life for me! Yo Ho!
I hope to apply this to my Character's claws!
Well, that does it.
Break out the cutlasses mateys! It's a pirate's life for me! Yo Ho!
Like everything else, the weapons currently in the book have design issues. Try looking at Rob's list of CT weapons ported to T5. There is a thread here somewhere...
Revolver on that list does 2D. With that the case then either the pistol in the book currently is either a 5-6mm (a 22 cal) or using half-loads.
OTOH, Rob's list leaves out autopistol.
Of course, still go with the cutlass if it is cut him once, do 2D turn after turn...
Note - I updated my list, and swapped out the Machine pistol for the Autopistol.
From my perspective, in descending order...
1. The whole task system. xd6 vs TN really is why I quit playing TFT. My players and I both hated it in T4. And it needs...
2. 1 skill per year baseline. Which leads to the need for...
3. the skills/knowledges system. Which is convoluted, confusing, and just better avoided by fewer levels per term.
4. The poor organization of the rulebook.
5. misplaced complexity. It's complex in the wrong places. For CT/MT, I can print out the two-page spread, and turn them loose. For T5, their eyes glass over, and that's before realizing they need to actually know stuff in order to generate a character.
6. Poorly organized, lacking index. Only way I find stuff is using Acrobat Reader's search feature.
I don't know where I got it from, but I was taking Continuous to mean beam weapon fire. However, given that on p256 lasers can't do continuous fire, I guess not.Page 256 similarly has three categories, which are better defined than page 214 (and none of which have the word "automatic" in them, by the way):
Single = one shot per pull. e.g. Pistols, Rifles.
Burst = three shots per pull. e.g. Gauss weapons.
Full = Continuous. e.g. Combat-designated weapons.
So, there's a confusion of terms, here.
These rules are not "routine", only to be used when the players/GM needs them, or thinks they will enhance the game. It even says twice at the end of the QREBS chapter "But every day? No. QREBS can be safely ignored most of the time. In fact, the average QREBS value is 0 = no effect." And Genetics says you can ignore noting the genetic die until you need it later because you can always re-roll it. It's just there in case you want to use clones and chimeras, like Life Insurance. Or figure out your children's stats, which is pretty cool, but yes, rare.Almuric said:5. This seems to be the main issue. The game is rather unique in that it uses complexity for things that most people feel don't need to be complex (PC genetics, routine equipment reliability, etc.)
An easy fix for this would be SS and SF requiring all 1's or all 6's, Spectacular What? requires half and half
5. misplaced complexity. It's complex in the wrong places. For CT/MT, I can print out the two-page spread, and turn them loose. For T5, their eyes glass over, and that's before realizing they need to actually know stuff in order to generate a character.
Players don't need to know the rules to generate a character. Most of the system is random, all the player needs to know and the ref can walk them through it, is the options for further education and mustering out at the other end, and even then i didn't bother telling my players what they could get from the mustering out tables other than Money or Benefits.
I have always preferred my players to not know the rules at all, to not even own a copy of the rules, that way there is no discussions over who is right or how each rule can be interpreted, my way is the only way.
[...] i still think that all a player should be focused on is who they wish to play and how they can fit into the universe/setting. For that all they need to know is the background stuff for the setting which i either do a cheat sheet for, with recent history and some facts or talk them through it. To my mind this makes the players more focused on the character as a person , than the numbers and how best to min/max or beat the system.
The best thing about Traveller and random generation systems in general is that they are hard to beat, since you don't control a lot of the creation process. Traveller creates very interesting characters usually not quite what the player wanted, but certainly someone they have come to identify with through the creation process.
There is, however, a very nice fix. Replace the 3d6 roll with 1d20. This makes modifiers less wonky and makes very high and very low target numbers more relevant. This worked wonders in my TFT games.
All IMHO, of course.
How does the armor and damage system work when it comes to allocating damage among attributes. For instance, assume I hit a target with a pistol that does 3 dice damage and I roll a 3, 4 and 5. Assume the target's armor stops 6 points of damage. How do I divide the remaining 6 points of damage among the target's attributes? (Assume that this is NOT the first hit). How do you do this in single die increments?
Also, did I read correctly that armor is useless for the rest of the combat if it is penetrated by even 1 point of damage?