It appears that I was not right. But one could judge how well or quickly a task is completed based upon the margin of sucess.
Tom
The mechanic is still overly fussy and of dubious benefit in my opinion. Worse, the combat system seems especially unfriendly to the kinds of combats I like to run in my games. I like to have fairly large firefights with hordes of bad guys (or bugs) and the idea of having to fiddle with multiple idiotic initiative dice makes my stomach churn. The "group them into squads) fix is still mechanically tedious. There's also a great deal of wasted motion in the combat system, fiddling with "ticks", etc. While the combat system may "work", it doesn't work particularly well. To put it another way, there are already plenty of obtuse, fiddly combat systems out there. We really don't require another one.
Nor am I able to understand how a rational game designer could set the survival rolls at 8+ for 1/3 of the military vocations. A 7% chance of surviving 4 terms in 1/3 of the military vocations is silly IMHO. In fact, the designer seems to have gone to a lot of effort to discourage any kind of macho career options. Or, he didn't bother to actually do the math. Either option fails to fill me with much confidence.
The apparent damage mechanic is also a step back. Can't be sure until I see actual weapon and armor stats, but it appears that armor simply absorbs damage. That's a poor choice to model weapon penetration as it uses the same value for damage and penetration. GURPS has already exhausted the list of available fiddly fixes for this problem, and presumably T5 will mirror some of them. Oh joy...
--Ty
I've seen a lot of people who had problems with the combat system who, upon actually running combats, found things flowed quite smoothly. While mileages will vary, the impression I get is that Timing and Effect work well in combat.
For other situations, I would only make use of Timing and Effect in time-critical tasks. Most of the time, a simple success/failure will suffice, or you can just take the high roll as a MoS; T&E thus becomes a tool to be used only when you want finer detail.
(All from the perspective of someone who hasn't actually played the game yet.)
The playtest rules don't have weapon or armor stats, so how were they able to run actual combats?
--Ty
Actually, tbeard, I'm surprised they survival rolls are so low for the military options - IOW, that the survival rate is so high. Even taking death out of the equation, and making survival solely determine continuance in the career, 7% is a pretty decent chance to become a "lifer".
Ecept if there isn't much fighting going on. But whether the chance is realistic or not, a 7% to make it past four terms is going to make the careers relatively hard to get many skills in.
I had high hopes for Mongoose Traveller. They did such a fantastic job on Conan.
But, alas, I think I'll have to agree with some of the OP. The current download rules on the Mongoose site just aren't "doing it" for me.
It looks a lot like ACT, and I didn't like ACT at all.
Unless something more earthshaking comes my way (I'll still look at T5), it looks like it's still CT for me, folks.
I ran a session. It ran quite well.
The task system really does work nicely. Damage system is rather brutal, and doesn't provide for the "You mean I got hit?" effect that CT, MT, TNE, T4, and T20 all do allow.
Initiative process is fast, but really needs a mat and marker rather than a die as record. Rolling the die around to find the new value was cumbersome.
7 shots fired:
3 shots with a pistol SS from cover, return fire missed due to stacked mods.
a triple-tap with same pistol resulted in miss-hit-hit, and an initiative of 1....
shot 7 was negligible, as a snub doesn't doo enough damage to count...
The one cutlass swing was nearly terminal for the armored victim. Had he not been armored... but skill 3 in a blade is F*ING lethal.
Not having seen the PT of ACT, and being more of an MT fan than CT, it's good. It's really nice. So far. Aside from the enlisted ranks ....
They provided some provisional stats on the Mongoose forum.
And the version 2.0 playtest doc does have equipment in it now, including weapons and armor.
CT did not have armor penetration rules and these things add complexity that the game simply does not need. I am sure more advanced rules for those things will appear later..like maybe in an equipment book or the Mercenary book.
I have run LARGE scale combats with the system. Using the squad rules it was NOT tedious, and it did move quickly, at least as quickly as D&D 3.5 and actually a lot quicker. This is practical experience, as in, I have actually done it.
I will try the combat system out this week.
Allen
Actually, tbeard, I'm surprised they survival rolls are so low for the military options - IOW, that the survival rate is so high. Even taking death out of the equation, and making survival solely determine continuance in the career, 7% is a pretty decent chance to become a "lifer".
I ran a session. It ran quite well.
...Damage system is rather brutal, and doesn't provide for the "You mean I got hit?" effect that CT, MT, TNE, T4, and T20 all do allow.
Please explain the "you mean I got hit?" effect.
The damage system does not appear to me to be any more brutal than CT.
ME said:I've tried for two days to pinpoint what it was bugging me about the combat system (besides ticks and I'm getting used to those) and it's the low point distribution of weapons.
I did a workup with a few combat sims and found that facing off against a high skill hombre means pretty much instant death (well, unconsciousness and it may as well be the same). MGT,RTT, whatever it's called adds ALL DMs for damage. A guy with a Gauss Pistol at optimum range (+2) aiming for a tick (+1) with Guns(SP)-3 (+3) will do 1d6+7+6=~17 points of damage.
If he wins initiative and you aren't armored, you are toast.
The gauss pistol (under these circumstances) will always do 14 minimum damage and maximum 19. That's freaking HUGE damage against someone with an average 8 stat since the average is so high.
While using one die to keep the numbers rolled down sounded good to me at first, it seems to really stack the weapon damage at the very high end.
...snip...
I'm not sure if I would have a workable suggestion, though. Maybe only add the combat skill into the damage? Lower the effect of most weapons? Maybe even go back to throwing multiple dice without effect and then adding the DMs
Hey tbeard, unless I heard wrong, isn't Mongoose Traveller different from T5? Or do you have a copy of T5 you're playtesting??