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<blockquote data-quote="pemerton" data-source="post: 8422542" data-attributes="member: 42582"><p>Yes, I pointed that out in my post that you quoted.</p><p></p><p>In my self-produced version of the rules (as noted upthread) I have turns of movement between bands that are the same as Book 1 (1977, p 28):</p><p></p><p style="margin-left: 20px">1 round of movement to open from Close to Short;</p> <p style="margin-left: 20px">1 round to open from Short to Medium;</p> <p style="margin-left: 20px">3 rounds to open from Medium to Long;</p> <p style="margin-left: 20px">4 rounds to open from Long to Very Long;</p> <p style="margin-left: 20px">5 round to open from Very Long to out of range.</p><p></p><p>This is not consistent with the same version of Book 1, p 29, which is what you've cited and which sets 4 rounds rather than 3 to open from Medium to Long (because you need to move from band 2 to band 6). And obviously both pages are different from the 1981/Traveller Book versions. </p><p></p><p>I correlate the bands that I use to movement rates that are slower when in close proximity than when more distant: 5 metres per round if opening to band 2 or closing to band 1 or 0; 20 metres per round if opening to band 4 or closing to band 3 or 2; and 50 metres per round beyond that. (I think of this as a correlate of the absence of an OA-type rule: movement up close has to be more cautious (if opening) or is slowed down by advancing into fire (if closing).)</p><p></p><p>How practical would this be - particularly the visual representation of bands - if one opponent is close and another far away? We have so little combat in our game that it hasn't come up! For instance, all the most recent combats have been between PCs and Aliens (TM) which have either been down corridors - so the question is, how many rounds can be discharged before the Alien is up in the shooter's face? - or at either close or short, in which case all the action is about who maintains what distance so as to optimise their attack bonus (given that some melee attacks prefer Close and some Short).</p></blockquote><p></p>
[QUOTE="pemerton, post: 8422542, member: 42582"] Yes, I pointed that out in my post that you quoted. In my self-produced version of the rules (as noted upthread) I have turns of movement between bands that are the same as Book 1 (1977, p 28): [indent]1 round of movement to open from Close to Short; 1 round to open from Short to Medium; 3 rounds to open from Medium to Long; 4 rounds to open from Long to Very Long; 5 round to open from Very Long to out of range.[/indent] This is not consistent with the same version of Book 1, p 29, which is what you've cited and which sets 4 rounds rather than 3 to open from Medium to Long (because you need to move from band 2 to band 6). And obviously both pages are different from the 1981/Traveller Book versions. I correlate the bands that I use to movement rates that are slower when in close proximity than when more distant: 5 metres per round if opening to band 2 or closing to band 1 or 0; 20 metres per round if opening to band 4 or closing to band 3 or 2; and 50 metres per round beyond that. (I think of this as a correlate of the absence of an OA-type rule: movement up close has to be more cautious (if opening) or is slowed down by advancing into fire (if closing).) How practical would this be - particularly the visual representation of bands - if one opponent is close and another far away? We have so little combat in our game that it hasn't come up! For instance, all the most recent combats have been between PCs and Aliens (TM) which have either been down corridors - so the question is, how many rounds can be discharged before the Alien is up in the shooter's face? - or at either close or short, in which case all the action is about who maintains what distance so as to optimise their attack bonus (given that some melee attacks prefer Close and some Short). [/QUOTE]
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