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Traveller 5 Discussion of the Fifth edition of Traveller, released Spring 2013.

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Old November 23rd, 2013, 05:49 PM
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Default Action Points and T5

If the "about one minute" length of combat round is to be kept for T5, I was thinking that, for a Ref who wanted to a more tactical game, Action Points would be the answer.

Maybe T4's At Close Quarters is the answer, given that the T5 task system is just a tweaked version of that used in T4.

Or, maybe the Action Point systems used in CT's Snapshot or Azhanti High Lightning could be modified to be used with T5.

With an Action Point system, a character can do whatever he wants during his turn as long as he has the action points to do everything that he attempts. An Action Point system is a combat time management system. If the character fires three times at one target, then swings his weapon around, firing again at a second target, this leaves less time to do other things. Every action has a number of point associated with it. Performing the action means spending the points.

A character can do a lot of things in one minute. A good Action Point system may help make the combat rounds both more fair (as each character is allotted a certain amount of Action Points each round) and more realistic (as T5 now how a character making a single attack once per minute).

I think it is Snapshot that bases Action Points on the character's stats so that some characters have more Action Points than others.

AHL, on the other hand, allows all characters from a specific race (humans, for example) to have the same allotment of Action Points, no matter their individual capability.

And, there was a neat aspect to the SPECIAL system (which is a role playing system designed first for the Fallout computer game) where a character can blow all of his Action Points on his turn, or he can save some points to use if he needs to react to enemy actions later in the combat round. For example, a character may want to leap out of the way of a thrown grenade. A character can't do that unless he's saved some Action Points from his turn. And, the distance that the character can move to get away from that grenade depends on how many Action Points were saved for reactions like this.
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