mike wightman
SOC-14 10K
That last post was a bit tongue in cheek - but if wafer tech and makers are not in an updated version of CT then it would lack compatibility with the OTU
Oh ya, replaced Forward Observer with Recon too. That's how most of the CT military careers have it.
I'd also emphasize in the rules that players make "task throws" not "skill checks", and that their skills are there to give bonuses for task throws, not be their "playbook". That's not a rules change, just a clarification that I've seen floating around for a while that makes the system make more sense, to me at least.
Not having seen or played T4 at all, this made me start wondering about an armor game mechanic that basically amounts to applying -Damage per die being rolled.switch to T4's armor model. Even though it's slightly harder to understand than straight up damage reduction, I think it handles armor piercing elegantly. I know that's maybe controversial, but I think we all agree that the D&D style "armor makes you harder to hit" model needs to be replaced with an "armor makes you harder to hurt" model.
…snip awesome breakdown…
Well, I never played T4 but this sounds hopelessly complex. I mean, that’s great if you’re into such detailed crunch but it wouldn’t fly with my group.There are a lot of parts of T4 that sound great on paper but fall apart when you try to use them. Maybe this is one of them.
My plot to take over theWell I must say this thread has given me food for thought, as well as the urge to trawl the earliest topics along the same lines.
It's actually quite straightforward and fairly simple. As stated, each armor point eliminates one die of damage. (If its rigid armor, it eliminates each die "eliminated"completely; if its is flexible armor it reduces each die "eliminated" to a single damage point (i.e. bruising, etc)). You just remember that for all dice that don't get eliminated (i.e. go thru the armor), only a maximum of 3 dice effect the target, the rest are "over-penetration" and go thru the other side (some specific weapons may modify this in their individual descriptions).Well, I never played T4 but this sounds hopelessly complex. I mean, that’s great if you’re into such detailed crunch but it wouldn’t fly with my group.
Oh ya, I think I replaced Forgery with Deception. Just seemed to be more expansive and the kinds of careers that got Forgery originally fits in perfectly with the bigger skill.The one thing I would change is to switch to T4's armor model. Even though it's slightly harder to understand than straight up damage reduction, I think it handles armor piercing elegantly. I know that's maybe controversial, but I think we all agree that the D&D style "armor makes you harder to hit" model needs to be replaced with an "armor makes you harder to hurt" model.
If I had TWO things I could change , I would collapse some of the skills, assuming we're keeping the same number of skills in LBB1-3. I'd make "Engineering" one skill, and make GunCbt and Blade be by category rather than actual weapon. (Pistol, Rifle, Laser, Plasma, etc.) I might also replace Forgery with a more general "Deception" skill, and rely on Admin for faking documents. That's more controversial though.
I'd also emphasize in the rules that players make "task throws" not "skill checks", and that their skills are there to give bonuses for task throws, not be their "playbook". That's not a rules change, just a clarification that I've seen floating around for a while that makes the system make more sense, to me at least.
Didn't MgT1 with CSC ammo have that?It's actually quite straightforward and fairly simple. As stated, each armor point eliminates one die of damage. (If its rigid armor, it eliminates each die "eliminated"completely; if its is flexible armor it reduces each die "eliminated" to a single damage point (i.e. bruising, etc)). You just remember that for all dice that don't get eliminated (i.e. go thru the armor), only a maximum of 3 dice effect the target, the rest are "over-penetration" and go thru the other side (some specific weapons may modify this in their individual descriptions).
Armor-piercing ammo just simply ignores a certain number of armor points when they hit, but otherwise work as above.
If you wanted, you could draw a line of sight out the other side of the target and let the remaining dice beyond 3D affect another target along the path (but this might be further reduced by the "back-plate" of the armor on the person's back as it exits).
You could also assign different armor protective values for a given type of armor to different types of attacks (i.e. laser, plasma, slug, etc.) if you wanted to.
It's fairly simple and elegant.
While most of the time it's military and tracking, I also use it for things like criminals casing a target or LE doing surveillance.Depends on what recon is supposed to do, since it implies a military application.
We all have our own tastes, but to me it's less trouble than cross-referencing armor and gun type and then adding in ammo mods, and gives me some damage reduction to keep players alive longer.Well, I never played T4 but this sounds hopelessly complex. I mean, that’s great if you’re into such detailed crunch but it wouldn’t fly with my group.
To me, Fwd-Obs included surveillance drone ops, and Recon was much more 'first person'. I'm having a bit of trouble reconciling the merging of the two as I've seen discussed, but I don't really disagree.While most of the time it's military and tracking, I also use it for things like criminals casing a target or LE doing surveillance.
MgT1 did something similar with the various AP ammo types. But MgT1 armor was direct damage-point armor reduction. So 5-point armor always absorbed 5 points of damage. T4 armor eliminates damage-dice instead of damage-points, so there was a little more abstraction to the results of a hit. For example, in MgT1 if you roll 18 points of damage (regardless of how it is rolled), 18 points of armor will absorb all of it. In T4 if you roll 18 points of damage, armor may absorb all of it depending on how the dice played out. For example, if you have 3-points of armor, 18 points of damage on 3D will be completely absorbed. However, 18 points on 4D vs. 3-point armor will NOT be completely absorbed. The armor-damage interaction is less certain.Didn't MgT1 with CSC ammo have that?