tbeard1999
SOC-14 1K
Now, I know CT was dangerous but if I have Gun-2 or more and decent range, I can take down pretty much any average unarmored Joe in one shot, guaranteed. Cloth armor does little to stop me from dropping a mu on the first shot.
The problem, as you figured out, is that weapon damage varies only by 1d6. This mechanic forces the designer to create weapons with very high base damage (so that they will be lethal).
In CT (for instance), a rifle will average 10.5 points of damage. But it can be as little as 3 points of damage and as much as 18 points. The MGT system would have a minimum of 8 points and a maximum of 13 points. It's also just as likely that 8 points will be scored as 10 or 11 or 13.
The problem is that *every* hit does serious damage. And when penetration equals damage, the result is even more damage inflation with higher tech weapons. Adding the to hit modifiers makes the problem worse.
A subtler problem will emerge IMHO. Armor will tend to be useless because armor values cannot be too large -- otherwise certain weapons will have no chance of damaging targets in certain kinds of armor. Given that most armor does not cover all locations (and even battledress will have weak areas), most weapons should be able to cause damage.
The result is a combat system with very predictable damage that has a very high minimum damage. Not at all to my liking.
This is a result of getting cute with the damage system and shoehorning it into the to hit roll. (This also makes it impossible to escape the fiddly task roll system).
The fix is simple -- ditch the damage system. Make a to hit roll. Then make a damage roll. I'd try the T4 damage system -- it handles the damage/penetration issue elegantly enough. I don't like the fact that a shooter must know the target's armor value for the system to work. But even with that flaw, it's a damnsight better than the current kludge.
Alternately, I'd use the Striker system.
If you simply *have* to keep the current task roll = to hit and damage variable, you can multiply the damage die by 1-6+ depending on weapon, then subtract armor. The multiple can be estimated by dividing current MGT damage by 3.5 and adding 1 (round off). So, a rifle (current damage of 8) gets a x3 damage modifier. This will make damage highly variable, which might (or might not) be to your taste.
I might well have said "you mean I got hit?" if someone rolled a low attack with a body pistol. That won't happen when you stack all the DMs in MGT.
I don't follow.
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