tbeard1999
SOC-14 1K
I've always liked the Striker combat system and thought it would almost make a good replacement for the CT combat system. And since my games traditionally have lots of explosions and vehicles, Striker's vehicle definition capabilities were very useful. All that said, the following problems made me ultimately abandon Striker. Maybe some others could suggest fixes or alternatives.
1. What about big stuff?
I actually like the light wound-severe wound-dead system in Striker, especially for NPCs. The problem arises when you try to apply this to creatures much bigger than a human. A shot that kills a human won't always be enough to kill an elephant.
2. Converting Damage into Points for PCs
Recap -- in Striker, roll to hit. Then, roll 2D + penetration - armor. The number rolled yields one of three wound levels -- light, serious, dead.
Striker suggests that you convert a light wound to 3D damage (WAY too much in my opinion), a heavy wound to 6D damage (again, WAY too much) and dead as, well, dead. I reject this solution since it requires me to make a third roll for damage. The damage ought to be reduced to at most 2D and 4D, I think, but there's still that third roll. One idea was to convert the final total rolled into damage points, but I never could really make that work.
3. Penetration = Damage
Striker unavoidably equates damage and penetration. This makes weaponry far too lethal against unarmored targets. It also poorly simulates weapons with ferocious damage capability but poor armor penetration (shotguns for instance). As an aside, I really liked the T4 damage mechanic. Weapons were rated in dice damage, but the maximum damage was 3D (4D for shotguns and really big stuff). So high penetration weapons (with a high number of damage dice) weren't unusually lethal against armored targets. My only problem is that this system either requires the GM to make all damage rolls or disclose what armor a target is wearing. I also think that the maximum damage should be increased depending on the size of the target. Little chance of "blowthrough" on an elephant.
And for what it's worth, I don't like the CT basic combat system for 4 reasons:
1. It gets absurdly easy to hit and penetrate targets with Book 4 weapons (and Book 4 weapon skill levels).
2. No inherent capability to model attacks on vechicles. (The best I could do was treat vehicle armor as Battledress +X...not satisfying to me).
3.Too much table fussiness (even though the Snapshot chart was a big help).
4. I'm not a big fan of applying damage in die-sized chunks. I'd rather say "you took eleven hits" than "you took three, three and five hits..."
To make my wish almost completely beyond reason, I want a system that will be as interoperable with the stats in CT adventures as possible. Conversions should ideally be fast and easy.
So any thoughts/suggestions would be appreciated.
1. What about big stuff?
I actually like the light wound-severe wound-dead system in Striker, especially for NPCs. The problem arises when you try to apply this to creatures much bigger than a human. A shot that kills a human won't always be enough to kill an elephant.
2. Converting Damage into Points for PCs
Recap -- in Striker, roll to hit. Then, roll 2D + penetration - armor. The number rolled yields one of three wound levels -- light, serious, dead.
Striker suggests that you convert a light wound to 3D damage (WAY too much in my opinion), a heavy wound to 6D damage (again, WAY too much) and dead as, well, dead. I reject this solution since it requires me to make a third roll for damage. The damage ought to be reduced to at most 2D and 4D, I think, but there's still that third roll. One idea was to convert the final total rolled into damage points, but I never could really make that work.
3. Penetration = Damage
Striker unavoidably equates damage and penetration. This makes weaponry far too lethal against unarmored targets. It also poorly simulates weapons with ferocious damage capability but poor armor penetration (shotguns for instance). As an aside, I really liked the T4 damage mechanic. Weapons were rated in dice damage, but the maximum damage was 3D (4D for shotguns and really big stuff). So high penetration weapons (with a high number of damage dice) weren't unusually lethal against armored targets. My only problem is that this system either requires the GM to make all damage rolls or disclose what armor a target is wearing. I also think that the maximum damage should be increased depending on the size of the target. Little chance of "blowthrough" on an elephant.
And for what it's worth, I don't like the CT basic combat system for 4 reasons:
1. It gets absurdly easy to hit and penetrate targets with Book 4 weapons (and Book 4 weapon skill levels).
2. No inherent capability to model attacks on vechicles. (The best I could do was treat vehicle armor as Battledress +X...not satisfying to me).
3.Too much table fussiness (even though the Snapshot chart was a big help).
4. I'm not a big fan of applying damage in die-sized chunks. I'd rather say "you took eleven hits" than "you took three, three and five hits..."
To make my wish almost completely beyond reason, I want a system that will be as interoperable with the stats in CT adventures as possible. Conversions should ideally be fast and easy.
So any thoughts/suggestions would be appreciated.