Citizens of the Imperium

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-   -   CT+, what would you do? (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=5002)

mike wightman April 7th, 2005 06:26 PM

Now that T5 is entering playtesting, Hunter has decided that the CT+ project will be no more :(

Hypothetically, what would you put into CT+?

My list:

LBB1: basic + Citizens character generation tables (and skills), but add a special duty roll to gain more benefits per term. Allow a character to pick two skills, one as a life pursuit and one as a hobby, these skills can be selected instead of a rolled skill, but only once per term.

Add a simple, MT based, task system.

Add weapons and armour from Mercenary.

Use the T4 armour/damage resolution system, modified slightly to match T20.

Starship construction based on T20, starship combat based on Mayday/LBB2 hybrid plus sensor tasks from MT.

Computer program rules from LBB2.

Trade based on T20's tables, but with a per parsec revenue base.

LBB3 as is.

Michael Taylor April 7th, 2005 10:44 PM

"LBB1: basic + Citizens character generation tables (and skills), but add a special duty roll to gain more benefits per term. Allow a character to pick two skills, one as a life pursuit and one as a hobby, these skills can be selected instead of a rolled skill, but only once per term."

I would eliminate random rolls for skills - we choose our casreers in real life, so let people whoose whether to study navigation or piloting... Keep the "8+ Education only" skill list so some skills are not available to the truly education-challenged. Also add the extra skills from book 4 and 5 to the navy, army and marine careers as choices. After all, why can a pirate get ship tactics but a navy pilot can't?

Put in place skill-0 skills base don homeworld. IMTU each CT characters gets 2 level-0 skills to choose from, based on their homeworld.

Michael Taylor April 7th, 2005 10:46 PM

I would also change the personal combat system to a damage reduction system for armor. In fact, I have already done so, and also done the document which describes the changes above. Perhaps we could exchange more ideas?

mike wightman April 8th, 2005 04:41 AM

This is my adaptation, it's really just a combo of T4 and T20:

Armour - divided into two groups, rigid and flexible e.g. cloth armour - flexible AR 6, combat armour - rigid AR 10

Weapons - the usual suspects, each with a number of six sided dice for damage e.g. 3d for civilian slug throwers, 4d for the shotgun, military slug throwers etc.
Some weapons can be armour piercing (ACR DS, gauss rifle), in which case they halve the AR of the armour, others are "blunt" and increase the AR by half again (shotgun).
All laser weapons are armour piercing except against ablat and reflec.

On a successful hit roll damage dice, remove one damage die at a time for each point of effective AR (but note how many are removed) untl only one die of damage remains. Subtract any ramaining AR points from the value of that last remaining die.

[edit]missed a bit. The dice should be removed lowest to highest, e.g. I roll 3,1,5,1 damage for a gauss rifle. The target is wearing combat armour, AR10/2=5 for the GR armour piercing.
So I remove the 1,1, and 3 dice. There are 2 points of AR left over which reduce the 5 to 3.[/edit]

If the armour struck is flexible then kinetic weapons cause one point of damage per "removed" die, in addition to any remaining on the last die.

The Oz April 8th, 2005 06:56 AM

I prefer a modification of AHL/STRIKER with weapons having a penetration rating and a damage rating and then having (horrors!!!) a penetration roll that determines how much (if any) damage is deducted from the weapon's impact.

As I do it now, both shooter and shootee get 1d6 added to their weapon penetration/armor rating and the difference between the modified armor rating and the modified weapon rating is the number subtracted from =every= die of damage the shooter then rolls.

Example: someone with a gauss pistol (Pen 4, 4d6 damage) shoots someone in cloth armor (Armor 5). Shooter rolls a 3, armor rolls a 4, giving values of 7 vs. 9, giving a -2 on every die of damage. Shooter rolls 2,3,4,6, resulting in 0,1,2,4 or 7 total points of damage.

In practice I did the armor penetration roll (to help hide what armor people were wearing, the shooter rolled their damage, and I applied the DM and (quietly) told the victim what damage they took.

Note that armor could be inpenetrable to a given weapon under this system (without "Called Shots" or "Critical Hits" both of which were possible in my system for =hitting= the target) and weapons could be "always penetrates" against some armors.

robject April 8th, 2005 09:09 AM

I agree with Sigg mainly, with these changes:

Careers: retrofit many or all of the careers found in the old T5 playtest. Of course, reformat the presentation to look like the CT tables.

AHL/Striker combat with pen + damage, per Oz, but I do like the flexible/rigid armor distinctions too.

It's seems that, whenever I have a starships question, I often ask Sigg, and whenever I have a combat question, I often ask Oz.

aramis April 14th, 2005 11:10 PM

Lets see, keep the MT changes to basic CG.
Use a Pen+Damage system, either the MT one, or one closer in result to Striker/AHL/CT. Oz's is, to my mind a tad bit steep (unless using D10's...) but somewhat workable.
Use the T20 T&C tables, and craft design, but with MT's damage rules.
Use TNE Initiative and Contacts rules.

Erratta check the ^&*^$&* out of it

Pickles April 15th, 2005 07:33 AM

My home rules for weapons use both a penetration (Pen) value and a damage roll (Dam). Armour has an armour value (AV).

Penetration allows some weapons to ignore a certain amount of armour. If the AV exceeds Pen, the remaining AV is subtracted from Dam. If Pen equals or exceeds AV, Dam is normal. Pen never adds to Dam.

This is to simulate weapons which have a high penetration, but are not good at causing tissue damage. Similarly, nasty fragmenting rounds cause a lot of damage but have trouble getting through armour.

The system reduces the variables to a minimum, and involves no look-up tables, provided you have the AV and weapon stats recorded on your character (or NPC) sheet.

Sigg, what is the game effect of your flexible/rigid armour rule?

mike wightman April 15th, 2005 02:54 PM

Flexible armour lets one point of damage through for each die it stops.

Rigid armour doesn't.

e.g. a character in cloth armour (AR6) is shot at and hit by a shotgun (so the AR is treated as AR9). The damage is 3, 3, 1, and 6.
The 1, 3, and 3 dice are removed but still cause 1 point of damage each. There are still 6 points of armour remaining so the 6 damage die is reduced to 0, but the die still counts for 1 point of damage.
Thus the character takes 4 points of damage.

The same shotgun against combat armour would have no effect at all.

Takei April 15th, 2005 03:12 PM

Quote:

Originally posted by Bromgrev:
My home rules for weapons use both a penetration (Pen) value and a damage roll (Dam). Armour has an armour value (AV).
I'd certainly be interested in seeing those. Especially considering your sig.


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