Originally posted by DonM:
I'm fairly sure its the players I've got, but when it comes to Traveller combat systems, my players think that T4 and MT are way too complex.
The 2d6 method in CT (ugly modifiers and all) are what we're using, basically because it only uses two dice.
Since this system's been reprinted now, I'm wondering if anyone else is using it in their games.
NOTE: The Traveller Book actually has a slightly better formatted version of the system, if you can find it, than the revised Book 1 did.
I'm going to try to drag this thread kicking and screaming back on topic
I can understand MT as being seen as too complex, although I find it harder to imagine T4 as that. The basic CT system, though, is beyond ugly to me. However, they might enjoy using the following ideas.
These are from some CT Lite house rules that Andy Slack used to have posted on his web site. Unfortunately his current version, I feel, is nowhere near as nice.
This system assumes use of the DGP 2D6 task system.
"Combat
A combat turn is 30 seconds. During each turn all characters move, then each character may make an attack. At the start of each turn, both sides roll 1D6 and add thier best Leader skill level; the high scoring moves second but attacks first.
Movement
During the movement phase, each character many walk 25 meters, run 50 meters or evade. Attacks against a character who is evading are one difficulty level harder than normal.
Attacks
Each weapon has an effective range band; attacks at that range or less are Routine tasks using the appropriate skill, attacks at greater ranges are not permitted.
Range bands are Close (0-1 meters),Short (1-5 meters - sword point), Medium (6 - 50 meters - pistol range), Long (51 - 250 meters - rifle range), or Very Long (250 - 500 meters).
Special Circumstances
Autofire: Automatic weapons may fire 4 round bursts as well as single shots. Firing a burst uses more ammunition, but adds +2 to the firer's dice roll when rolling to hit; in addition, two bursts may be fired per turn, so long as both are fired at the same target. Finally, non-evading characters who are adjacent to the target are also attacked by the burst; deduct 3 from the dice roll when rolling to hit adjacent targets.
Explosives: Characters adjacent to a target attacked with explosive rounds, grenades, etc. may be injured by blast or fragments. Roll to hit such characters normally, but apply half normal damage.
Wounds and Recovery:
A character has as many hit points as his Strength, Dexterity, and Endurance.
Each weapon's damage rating indicates the number of D6 to be rolled for damage if a character is hit; each point of armor value negates one die of damage. (I also use: Flexable armor (cloth, flex, mesh, etc) also negates 1 die per point of armor value, however the character take one point of damage per die degated as blunt trauma.)
A character who has lost less than 1/3 of his hit points is 'just scratched'; he recovers in 24 hours.
One who has lost 1/3 of his hit points is lightly wounded and is unconcious for ten minutes; he recovers after three days or after a successfull Routine:Medical task requiring a medical kit.
One who has lost 2/3 of his hit points is seriously wounded and unconcious forthree hours; treatment is a Difficult:Medical task requiring a hospital or starship sick bay, and the patient recovers after one month. Medical Slow drug (TL 7, Cr 100/dose) shortes recovery time to one day.
A character who loses all his hit points is dead."
Andy Slack, copyright 1977 - 1998.
I use this for small and incidental combats. If a combat is more important to the story, I'll break out my copy of ACQ.
Hope this helps.
William