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2d6 vs TN greater then 12
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<blockquote data-quote="aramis erak" data-source="post: 6948042" data-attributes="member: 6779310"><p>Ok, so you've got a basic idea what you're doing. What level range are you looking to support?</p><p></p><p>I'm going to expand a bit on CT combat just to make certain you've got a good grip on what CT's 8+/11+ model is...</p><p></p><p>In CT bk 1 combat... the combined armor and range mods range from –8 to +16; adding Bk 4's additional weapons changes it to –16 to +16.</p><p>Attributes provide either a –1 or –2 for low att, and a +1 or +2 for high att.</p><p>Drawing is a –3.</p><p>Shooting in the dark is –9 past short range, and –6 for partial darkness (moonlight, starlight)</p><p>Evading is –1 at shor, -2 at medium, –3 at long or longer</p><p>target has fired from Cover -4; target in cover - hit the cover.</p><p>Concealment –1</p><p></p><p>But what do those mean? 8+ is 15/36 A DM –4 makes it 1/36 (figured as 8–(–4)=12; 12+ is 1/36)</p><p>So, your level 1 fighter, with skill = level–1 = 0...</p><p>At short range, can hit an unarmored target with a baseball/cricket bat or a walther pretty much about 15/36=5/12 of the time. If they're being "evasive", that's dropped (DM-1) to 10/36 = 5/18. </p><p>At night, he can't hit at all; he needs 8+ with a DM–6, so he needs a 14+ on the raw dice... can't be done.</p><p></p><p>At 6th level, same weapons</p><p>he's almost unable to miss a non-evading target in daylight at short range. An 8+, with a DM+5, is a 3+ natural roll needed; 35/36.</p><p>At night, he can shoot the guy with a natural 9+, for 10/36...</p><p></p><p>At 10th level, he can ignore total darkness, and can hit evading targets unerringly in the daytime.</p><p></p><p>Using 2d6, you're dwarfing the dice with skill mods alone. A 20th level fighter isn't going to miss even with the worst case. With Traveller's limited range of skill (0-5, attribute ±2), of -6 (unskilled and bad attribtue ) to +7 (skill 5 and good attribute), it's possible to swamp the dice with the mods, and that's a huge complaint about CT.</p><p></p><p>Striker & AHL simplified combat dice 8+, 10+ and 12+ by weapon's range bands 8+ to effective, 10+ to long, and 12+ to extreme.</p><p>DM+ skill (with 3 being elite, counting both att and skill level; PC's can hit +7 as for CT standard).</p><p>Cover -1</p><p>Evasion -1</p><p>Autofire +4/+3/+1 by range</p><p></p><p>Much narrower range of modifiers, much easier to play. But PC skills can totally swamp the system - Skill 5 rifle with +1 from high dex, in autofire... he's got +8 on that 12+, so needs a 4+ on the dice... 33/36, or 11/12 hit chance. He can't miss at all at effective range; the 8+ is swamped by his +6 to be 2+.</p><p></p><p>If you're going to have a system using 2d6, you probably do not want to have skill exceed "base target number –3" ... because, if you do, then you either need either a minimum miss chance (and 1/36 is not a good one - too steep) and a minimum success chance (again, 1/36 is too much), or need to allow open ending on the dice (EG: Nat 2, reroll at further –8; nat 12 reroll at +8), or some other adjustment.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6948042, member: 6779310"] Ok, so you've got a basic idea what you're doing. What level range are you looking to support? I'm going to expand a bit on CT combat just to make certain you've got a good grip on what CT's 8+/11+ model is... In CT bk 1 combat... the combined armor and range mods range from –8 to +16; adding Bk 4's additional weapons changes it to –16 to +16. Attributes provide either a –1 or –2 for low att, and a +1 or +2 for high att. Drawing is a –3. Shooting in the dark is –9 past short range, and –6 for partial darkness (moonlight, starlight) Evading is –1 at shor, -2 at medium, –3 at long or longer target has fired from Cover -4; target in cover - hit the cover. Concealment –1 But what do those mean? 8+ is 15/36 A DM –4 makes it 1/36 (figured as 8–(–4)=12; 12+ is 1/36) So, your level 1 fighter, with skill = level–1 = 0... At short range, can hit an unarmored target with a baseball/cricket bat or a walther pretty much about 15/36=5/12 of the time. If they're being "evasive", that's dropped (DM-1) to 10/36 = 5/18. At night, he can't hit at all; he needs 8+ with a DM–6, so he needs a 14+ on the raw dice... can't be done. At 6th level, same weapons he's almost unable to miss a non-evading target in daylight at short range. An 8+, with a DM+5, is a 3+ natural roll needed; 35/36. At night, he can shoot the guy with a natural 9+, for 10/36... At 10th level, he can ignore total darkness, and can hit evading targets unerringly in the daytime. Using 2d6, you're dwarfing the dice with skill mods alone. A 20th level fighter isn't going to miss even with the worst case. With Traveller's limited range of skill (0-5, attribute ±2), of -6 (unskilled and bad attribtue ) to +7 (skill 5 and good attribute), it's possible to swamp the dice with the mods, and that's a huge complaint about CT. Striker & AHL simplified combat dice 8+, 10+ and 12+ by weapon's range bands 8+ to effective, 10+ to long, and 12+ to extreme. DM+ skill (with 3 being elite, counting both att and skill level; PC's can hit +7 as for CT standard). Cover -1 Evasion -1 Autofire +4/+3/+1 by range Much narrower range of modifiers, much easier to play. But PC skills can totally swamp the system - Skill 5 rifle with +1 from high dex, in autofire... he's got +8 on that 12+, so needs a 4+ on the dice... 33/36, or 11/12 hit chance. He can't miss at all at effective range; the 8+ is swamped by his +6 to be 2+. If you're going to have a system using 2d6, you probably do not want to have skill exceed "base target number –3" ... because, if you do, then you either need either a minimum miss chance (and 1/36 is not a good one - too steep) and a minimum success chance (again, 1/36 is too much), or need to allow open ending on the dice (EG: Nat 2, reroll at further –8; nat 12 reroll at +8), or some other adjustment. [/QUOTE]
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