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TRAVELLER 5 Personal Combat System Review, Opinion, and Problems
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<blockquote data-quote="Water Bob" data-source="post: 6142122" data-attributes="member: 92305"><p><strong><strong>T5 Personal Combat System Review, Opinion, and Problems</strong></strong></p><p><strong><em>- continued -</em></strong></p><p></p><p></p><p></p><p></p><p><u><strong>Damage</strong></u></p><p></p><p>The T5 Damage System is extremely close to the system used in CT. There are a couple of changes, though.</p><p></p><p><strong>Armor: </strong>In T5, Armor makes does not make you harder to hit, as it does in CT. In this game, Armor absorbs damage.</p><p></p><p>It's a simple mechanic. Each Armor type has an associated Armor Value. Simply subtract the AV from the total damage. If any damage is left over, then damage penetrates.</p><p></p><p>If armor is penetrated once, it is destroyed for the rest of the combat encounter.</p><p></p><p>Thus, Armor-10 would absorb 10 points of damage. Damage of 3D, rolling 11 points, would defeat the armor, applying 1 point of damage on the character.</p><p></p><p></p><p></p><p><strong>Protection: </strong>Protection is any type of protection that isn't armor. For example, if armor has Insulation-12, then the armor will absorb 12 points of Heat damage in addition to it's normal Armor Value. This is good if you are the target of a flame thrower.</p><p></p><p></p><p></p><p><strong>Wounds:</strong> T5 wounds are applied just as they are in <strong><em>Classic Traveller</em></strong>. This is thrown just like in CT. Weapons are rated for different types of damage. For example, a revolver that does damage of Bullet-1 will do 1D damage if hit is scored.</p><p></p><p>The first hit the character suffers is summed and taken from a single physical stat, rolled randomly: STR, DEX, or END.</p><p></p><p>Damage after the first hit is grouped into dice. For example, if the damage was 2D, then each die is taken on its own. The player of the wounded character decides which stat he wants to lower by the full amount of a single damage die. The player can therefore manage his wounds to keep his character from falling unconscious as long as possible.</p><p></p><p><strong>Minor Wound:</strong> Lowered stats, none at zero.</p><p></p><p><strong>Minor Wound and Unconscious:</strong> One stat at zero means that the character is knocked unconscious for 10 minutes, thereafter treated as having minor wounds. </p><p></p><p><strong>Serious Wound:</strong> Two stats at zero is where damage becomes more than trivial and the character is considered to have taken a serious wound.</p><p></p><p><strong>Dead:</strong> Three stats at zero means that the character is dead.</p><p></p><p></p><p></p><p><strong>NPC Damage: </strong>There's a special provison to help the GM. If damage to NPCs is 9 or less, then ignore it. If damage to NPCs is 10 or greater, then take them out of the fight.</p><p></p><p>The NPC may not be dead--but he is somehow rendered ineffective in the combat. Maybe he's suffering from a gunshot wound. Maybe he's unconscious. And, mayber he's dead.</p><p></p><p>This sounds like it's all GM color.</p><p></p><p></p><p></p><p></p><p></p><p><strong><u>Initiative</u></strong></p><p></p><p>The first rule of Initiative in T5 is common sense. If it's obvious which side or character has initiative, then they move and act first. No dice rolling needed.</p><p></p><p>If Initiative is contested, then there are a few ways to deal with this.</p><p></p><p>1. One side can just concede to give nish to the other side.</p><p></p><p>2. An Opposed Task can be thrown, first comparing Leadership skill, second comparing Tactics skill if Leadership is not present.</p><p></p><p>The rules give the GM a wide latitude in decide who has the initiative. Characters or sides can also hold back and do nothing, giving up the initiative if they have it and don't want it.</p><p></p><p></p><p></p><p><strong>First Attacker Penalty:</strong> There's also a penalty to going first, exposing oneself. Every round, the character who attacks first gives his enemies who attack him a +1 modifier on thier attack against him.</p><p></p><p>Thus, if you attack first, then everybody that attacks you in that round gets a +1 modifier to hit you.</p><p></p><p>In other words, you may take out an enemy quickly, but every other enemy will get a bonus to hit you that round.</p><p></p><p>The First Attacker can change each round.</p><p></p><p>Besides attacking first in a combat round, the First Attacker also gets a pretty strong bonus. The rule says that if the attack made by the First Attacker is successful, then his target cannot also attack during that round.</p><p></p><p></p><p></p><p></p><p></p><p><strong><u>Suppression Fire</u></strong></p><p></p><p>When you use this rule, your weapon has to be capable of AutoFire. You really don't do anything with this rule except declare that your character is using suppression fire on the enemy. There are no rolls to make UNLESS the enemy makes an attack.</p><p></p><p>For every enemy that makes an attack, the character making the Supression Fire is allowed to attack them!</p><p></p><p>That really can "suppress" the other side from attacking! They know that, if they make their attack, they will get an AutoFire attack against them, guarranteed.</p><p></p><p>This is a brilliant rule.</p><p></p><p></p><p></p><p></p><p></p><p><strong><u>STAMP</u></strong></p><p></p><p>STAMP is an acronym for the game's combat round procedure. The letters each stand for the five phases of the combat round. Every character in the combat, including NPCs, move fully through each phase before the game progresses to the next phase. </p><p></p><p>So, in the Attack phase, all attacks are made, in initiative order. Once that is completed, we move on to the Move phase, where all movement takes place. Damage is not rolled until the Penetrate phase.</p><p></p><p><strong>Situation.</strong> The characters may pull or change weapons during this phase, as they are evaluating the situation.</p><p></p><p><strong>Target.</strong> Attackers indentify targets and determine Range. This is like a declaration phase with the players announcing which target they will attack.</p><p></p><p><strong>Attack.</strong> Combat throws are made.</p><p></p><p><strong>Move.</strong> Movement is carried out.</p><p></p><p><strong>Penetrate.</strong> Damage is rolled.</p><p></p><p>Here's what I don't like about this: The rules say that every combatant completes each phase before moving on to the next phase. This means going around the table FIVE times during every combat round. First you go through to see if anybody wants to change weapons or ready some other equipment. Then you go through every PC and NPC to allow them to declare their targets.</p><p></p><p>Then, you go around the table a third time to make attack throws.</p><p></p><p>Then...you allow everybody to move.</p><p></p><p>And then...you go around the table again to roll damage. </p><p></p><p>I especially don't like this because you've got to remember who hit who two phases after the attack throw was made.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6142122, member: 92305"] [B][B]T5 Personal Combat System Review, Opinion, and Problems[/B][/B] [B][I]- continued -[/I][/B] [U][B]Damage[/B][/U] The T5 Damage System is extremely close to the system used in CT. There are a couple of changes, though. [B]Armor: [/B]In T5, Armor makes does not make you harder to hit, as it does in CT. In this game, Armor absorbs damage. It's a simple mechanic. Each Armor type has an associated Armor Value. Simply subtract the AV from the total damage. If any damage is left over, then damage penetrates. If armor is penetrated once, it is destroyed for the rest of the combat encounter. Thus, Armor-10 would absorb 10 points of damage. Damage of 3D, rolling 11 points, would defeat the armor, applying 1 point of damage on the character. [B]Protection: [/B]Protection is any type of protection that isn't armor. For example, if armor has Insulation-12, then the armor will absorb 12 points of Heat damage in addition to it's normal Armor Value. This is good if you are the target of a flame thrower. [B]Wounds:[/B] T5 wounds are applied just as they are in [B][I]Classic Traveller[/I][/B]. This is thrown just like in CT. Weapons are rated for different types of damage. For example, a revolver that does damage of Bullet-1 will do 1D damage if hit is scored. The first hit the character suffers is summed and taken from a single physical stat, rolled randomly: STR, DEX, or END. Damage after the first hit is grouped into dice. For example, if the damage was 2D, then each die is taken on its own. The player of the wounded character decides which stat he wants to lower by the full amount of a single damage die. The player can therefore manage his wounds to keep his character from falling unconscious as long as possible. [B]Minor Wound:[/B] Lowered stats, none at zero. [B]Minor Wound and Unconscious:[/B] One stat at zero means that the character is knocked unconscious for 10 minutes, thereafter treated as having minor wounds. [B]Serious Wound:[/B] Two stats at zero is where damage becomes more than trivial and the character is considered to have taken a serious wound. [B]Dead:[/B] Three stats at zero means that the character is dead. [B]NPC Damage: [/B]There's a special provison to help the GM. If damage to NPCs is 9 or less, then ignore it. If damage to NPCs is 10 or greater, then take them out of the fight. The NPC may not be dead--but he is somehow rendered ineffective in the combat. Maybe he's suffering from a gunshot wound. Maybe he's unconscious. And, mayber he's dead. This sounds like it's all GM color. [B][U]Initiative[/U][/B] The first rule of Initiative in T5 is common sense. If it's obvious which side or character has initiative, then they move and act first. No dice rolling needed. If Initiative is contested, then there are a few ways to deal with this. 1. One side can just concede to give nish to the other side. 2. An Opposed Task can be thrown, first comparing Leadership skill, second comparing Tactics skill if Leadership is not present. The rules give the GM a wide latitude in decide who has the initiative. Characters or sides can also hold back and do nothing, giving up the initiative if they have it and don't want it. [B]First Attacker Penalty:[/B] There's also a penalty to going first, exposing oneself. Every round, the character who attacks first gives his enemies who attack him a +1 modifier on thier attack against him. Thus, if you attack first, then everybody that attacks you in that round gets a +1 modifier to hit you. In other words, you may take out an enemy quickly, but every other enemy will get a bonus to hit you that round. The First Attacker can change each round. Besides attacking first in a combat round, the First Attacker also gets a pretty strong bonus. The rule says that if the attack made by the First Attacker is successful, then his target cannot also attack during that round. [B][U]Suppression Fire[/U][/B] When you use this rule, your weapon has to be capable of AutoFire. You really don't do anything with this rule except declare that your character is using suppression fire on the enemy. There are no rolls to make UNLESS the enemy makes an attack. For every enemy that makes an attack, the character making the Supression Fire is allowed to attack them! That really can "suppress" the other side from attacking! They know that, if they make their attack, they will get an AutoFire attack against them, guarranteed. This is a brilliant rule. [B][U]STAMP[/U][/B] STAMP is an acronym for the game's combat round procedure. The letters each stand for the five phases of the combat round. Every character in the combat, including NPCs, move fully through each phase before the game progresses to the next phase. So, in the Attack phase, all attacks are made, in initiative order. Once that is completed, we move on to the Move phase, where all movement takes place. Damage is not rolled until the Penetrate phase. [B]Situation.[/B] The characters may pull or change weapons during this phase, as they are evaluating the situation. [B]Target.[/B] Attackers indentify targets and determine Range. This is like a declaration phase with the players announcing which target they will attack. [B]Attack.[/B] Combat throws are made. [B]Move.[/B] Movement is carried out. [B]Penetrate.[/B] Damage is rolled. Here's what I don't like about this: The rules say that every combatant completes each phase before moving on to the next phase. This means going around the table FIVE times during every combat round. First you go through to see if anybody wants to change weapons or ready some other equipment. Then you go through every PC and NPC to allow them to declare their targets. Then, you go around the table a third time to make attack throws. Then...you allow everybody to move. And then...you go around the table again to roll damage. I especially don't like this because you've got to remember who hit who two phases after the attack throw was made. [/QUOTE]
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