Traveller Store CotI Features New Posts Mark Forums Read Register


Go Back TravellerRPG.com > Citizens of the Imperium > Other Versions of Traveller > Classic Traveller

Classic Traveller Discussion on the granddaddy of them all, Classic Traveller!

Reply
 
Thread Tools Display Modes
  #1  
Old July 20th, 2016, 09:32 AM
jaz0nj4ckal jaz0nj4ckal is offline
Citizen: SOC-12
 
Join Date: Feb 2012
Posts: 179
Gallery : 0
jaz0nj4ckal Citizen
Default Armor type vs damage type

Folks,
I want to add a little flair to my armor and weapons in my next game setting, and wanted to know if any of you have experimented with adding different Armor values vs Damage Type? Damage types will be simple Acid, Thermal, etc

The idea is - particular armor will protect better against certain type of damage.

Currently I am giving a bonus to a specific type of damage, but always take a penalty against other types. The idea is - armor that has no penalty is rare or extremely expensive. I am doing the following:

Jack Acid Armor
+1 bonus against Acid
-1 penalty against normal attacks

Last edited by jaz0nj4ckal; July 20th, 2016 at 10:24 AM..
Reply With Quote
  #2  
Old July 20th, 2016, 11:25 AM
GypsyComet's Avatar
GypsyComet GypsyComet is offline
Citizen: SOC-14
 
Join Date: May 2001
Posts: 3,828
Gallery : 3
GypsyComet Citizen++GypsyComet Citizen++GypsyComet Citizen++GypsyComet Citizen++
Default

Are those absolutes, or adjustments to the Weapon DMs already in place?
__________________
We are all playing different games that happen to have the same name.

"Alright. Where did that Beaker get a cred stick?"
(Website down until further notice)
Reply With Quote
  #3  
Old July 20th, 2016, 11:26 AM
robject's Avatar
robject robject is offline
Marquis
 
Join Date: Mar 2002
Posts: 14,007
Gallery : 9
Visit robject's Blog
robject has disabled reputation
Default

I kind of like the way you added the particular protection type to the basic armor type. Kind of like a "skills list". Standardize on that (+1 against listed protection(s)) and I think you've got an easy and workable solution that fits in a CT mold.

As far as a negative mod to 'regular' attacks, make that a (DM-1) on the armor itself. Or just another comment. Clarity and flexibility will win.

Jack Armor DM-1; acid DM+1.
__________________
Imperiallines magazine
My Helpful Stuff for Traveller5
IMTU tc+ t5++ 3i(+) au ls+ / OTU 44% an+ dt+ ge- j- jf+ n- pi+ pp+ tr+ tv- uwp+ xb+
Tools Link
Reply With Quote
  #4  
Old July 20th, 2016, 12:07 PM
jaz0nj4ckal jaz0nj4ckal is offline
Citizen: SOC-12
 
Join Date: Feb 2012
Posts: 179
Gallery : 0
jaz0nj4ckal Citizen
Default

Quote:
Originally Posted by GypsyComet View Post
Are those absolutes, or adjustments to the Weapon DMs already in place?
I was thinking it would be adjustments to the Weapon DMs already in place.

Since the Jack Acid armor is better at protecting against Acid, but bad at normal damage. While - the normal Jack Armor is good at protecting against normal attacks.

What I need to do is a get a good baseline for penalties against the normal CT armor stats.
Reply With Quote
  #5  
Old July 20th, 2016, 12:09 PM
jaz0nj4ckal jaz0nj4ckal is offline
Citizen: SOC-12
 
Join Date: Feb 2012
Posts: 179
Gallery : 0
jaz0nj4ckal Citizen
Default

Quote:
Originally Posted by robject View Post
I kind of like the way you added the particular protection type to the basic armor type. Kind of like a "skills list". Standardize on that (+1 against listed protection(s)) and I think you've got an easy and workable solution that fits in a CT mold.

As far as a negative mod to 'regular' attacks, make that a (DM-1) on the armor itself. Or just another comment. Clarity and flexibility will win.

Jack Armor DM-1; acid DM+1.
Yeah - I am torn as to if I should include the "DM-1" on normal attacks against the armor. My thinking is - the Jack Acid armor would protect better against acid based weapons, but poor against normal based weapons. The latter would give incentive for players to still get normal Jack armor, since it would use the stats from the book unmodified.
Reply With Quote
  #6  
Old July 20th, 2016, 07:14 PM
Fovean Fovean is offline
Citizen: SOC-12
 
Join Date: May 2007
Location: Crescent City
Posts: 420
Gallery : 0
Fovean Citizen+Fovean Citizen+
Default

I am confused as to why Jack armor would suffer a penalty against normal attacks when incorporating additional protection against acid or what have you.

Why not just say ' Jack (Acid Improved, +1)' and leave it at that? Cost, TL and availability can mitigate the game balance vs normal Jack. As well as more encumbrance if you see fit, or an ablative nature (only protects against 1D number of attacks for instance).
Reply With Quote
  #7  
Old July 20th, 2016, 11:20 PM
kilemall kilemall is offline
Citizen: SOC-14
 
Join Date: Apr 2015
Posts: 4,930
Gallery : 0
kilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizenkilemall Respected Citizen
Default

To answer your question, no, the usual HEAT/HEAP/kinetic/laser/plasma-fusion mix works well for me, haven't felt the need to go into exotic weapons.

T5 does a lot of this, they have special freeze/heat and other effects possible.

I could actually see a use for this outside of weird weapon opponents, for animals packing an acid punch it would be natural for armor makers of that world to design to counter the local fauna. Aliens vs. Marines comes to mind.

Or more in the line of hostile environment gear. That's what I'm postulating Reflec is nowadays, less a specific sprectrum laser deflection and more a superheat diffraction.

The other part is I wouldn't be thinking of acid as a normal attack, more a 'how much armor does it burn through before it starts damaging the character', and not as fast as a normal weapons shot, perhaps inducing the character to wash off the acid or take the armor piece off before the acid gets through.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Beasts and Damage (type and amount) andycowley Traveller 5 4 August 22nd, 2013 07:47 PM
Comparison between Mongoose Traveller, Classic Traveller, TNE, etc. armor type Mad Russian Imperial Research Station 2 February 15th, 2010 12:05 PM
Damage, Armor & MGT Deathstalker Mongoose Traveller 7 October 15th, 2008 04:25 PM
Type A versus Type B colonial economy rfmcdpei In My 2300 Universe 1 May 31st, 2008 06:32 AM

This website and its contents are copyright ©2010- Far Future Enterprises. All rights reserved. Traveller is a registered trademark of Far Future Enterprises .
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
Copyright (c) 2010-2013, Far Future Enterprises. All Rights Reserved.