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<blockquote data-quote="pemerton" data-source="post: 8417711" data-attributes="member: 42582"><p>I remember it, and I agree with your last sentence.</p><p></p><p>Just to add some more thoughts:</p><p></p><p>"Naturalistic" logic is tricky in fantasy games. It's tricky even in sci-fi games: eg if I hit the accelerator on my air/raft, will I cause the thug in the back seat to lose his footing and perhaps even drop his gun? (Much as if I suddenly accelerated a car or bus?) Or does the anti-grav technology that keeps the thing flying and moving also establish some sort of constant inertial field? Clearly the latter is true for spaceships, which can accelerate at up to 6Gs without everyone falling over or falling unconscious. But the rules neither state nor imply anything for air/rafts. So we have to just make it up!</p><p></p><p>Suppose we decide that there is no inertial field in an air/raft because it uses "grav modules" whereas a starship uses "grav plates". So my plan to disarm the thug can work (yay!). How likely is the thug to fall over? To drop his gun? Does anyone have that empirical knowledge? Have studies been undertaken? My understanding is based entirely on personal experience of riding in cars and buses as a passenger!</p><p></p><p>Cortex+ Heroic will treat this as an attempt to impose a complication (my pool includes, let's say, my Reflexes and my Vehicle specialisation; the thug gets to put his Thug specialty into the pool because thugs don't drop their weapons lightly!, and whatever else might make sense). In Classic Traveller, on the other hand, the referee sets a throw which probably shoud be modified by DEX - maybe extrapolating from the rules for putting on a vacc suit following explosive decompression, which is the closest thing I can think of in the system (and which uses full DEX - from 1 to 15 - as a mod to the 2d6 throw). Perhaps my Air/Raft skill is a debuff on the check.</p><p></p><p>I don't see how either is inherently superior. The Cortex+ approach is probably more transparent. The Traveller approach - based on my actual experience of play - is a bit more gritty and visceral. I play both!</p></blockquote><p></p>
[QUOTE="pemerton, post: 8417711, member: 42582"] I remember it, and I agree with your last sentence. Just to add some more thoughts: "Naturalistic" logic is tricky in fantasy games. It's tricky even in sci-fi games: eg if I hit the accelerator on my air/raft, will I cause the thug in the back seat to lose his footing and perhaps even drop his gun? (Much as if I suddenly accelerated a car or bus?) Or does the anti-grav technology that keeps the thing flying and moving also establish some sort of constant inertial field? Clearly the latter is true for spaceships, which can accelerate at up to 6Gs without everyone falling over or falling unconscious. But the rules neither state nor imply anything for air/rafts. So we have to just make it up! Suppose we decide that there is no inertial field in an air/raft because it uses "grav modules" whereas a starship uses "grav plates". So my plan to disarm the thug can work (yay!). How likely is the thug to fall over? To drop his gun? Does anyone have that empirical knowledge? Have studies been undertaken? My understanding is based entirely on personal experience of riding in cars and buses as a passenger! Cortex+ Heroic will treat this as an attempt to impose a complication (my pool includes, let's say, my Reflexes and my Vehicle specialisation; the thug gets to put his Thug specialty into the pool because thugs don't drop their weapons lightly!, and whatever else might make sense). In Classic Traveller, on the other hand, the referee sets a throw which probably shoud be modified by DEX - maybe extrapolating from the rules for putting on a vacc suit following explosive decompression, which is the closest thing I can think of in the system (and which uses full DEX - from 1 to 15 - as a mod to the 2d6 throw). Perhaps my Air/Raft skill is a debuff on the check. I don't see how either is inherently superior. The Cortex+ approach is probably more transparent. The Traveller approach - based on my actual experience of play - is a bit more gritty and visceral. I play both! [/QUOTE]
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