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Combat in T20

Just recently started T20 (and GMing it), and our group came to a collective conclusion that combat is very deadly!(with multiple dice weapons). So , for an idea , I've suggested that instead of the highest dice of the 3,4,ect. to be allocated against the PC's or NPC's lifeblood , a dice from this pool would be allocated and therefore reducing the potential of serious lifeblood loss .
Any comments please :eek: :confused:
 
Originally posted by Ross:
Just recently started T20 (and GMing it), and our group came to a collective conclusion that combat is very deadly!(with multiple dice weapons).
Combat should be deadly. If you get shot, stabbed, or beaten with a heavy blunt object, there is a much better chance that you will either die, or be seriously incapacitated. As a matter of fact, I don't see why most games even bother with the concept of "hit points." It seems just an excuse to give the more combat-happy players an excuse to "hack" rather than role-play by increasing their survivability.
 
Point taken and yes we did discuss who deadly modern and futuristic weapons are but how do you balance out this in game play? OK , as GM , one can decide to pull the punches but even so 1 or 2 good hits and the PC's have to make a new character . May be they're too used too D&D type RPGs , so I'll see how long this lasts! Thanks!
 
Combat in Traveller has Always been deadly. T20 is no different.
That being said, I've made some changes to my campaign so that it is dangerous, but not quite as deadly. But burst weapons still kick out a lot of damage.
IMTU, the initial damage is reduced by the armor reduction, and then goes to Stamina. Lifeblood is only hit via criticals (which are not doubled, but do ignore armor), and effects like poisons, gas, etc. Needless to say, a critical by a gauss 10-rd burst is lethal.
 
I love a good combat just as much as the next guy. In my game session on Friday night. I bemoned the fact that I didn't get to participate in the night's only gun battle.

That being said, I rather like the fact that combat in Traveller is so deadly. It makes combat rare and an accomplishment to live through. Even if we did water combat down to be a little more survivable. (+1 LB/Lvl and a limit on the effectiveness of AP Ammo)

In the real world I don't think anyone in thier right mind would look forward to a gun fight. But I don't play Traveller to simulate the real world, keeping track of one set of utility bills is enough.

Confict is the essance of drama, now that doesn'tllways mean combat, but a good confict can lead to combat. Imagine the play MacBeth. Would it be the same if Macbeth and McDuff sqaured off for no reason? Would the play be as entertaining if Macbeth was exciled to Wales? We need both MacBeth's traechery and the swordfight at the end for maximum satisfaction.

My personal preferance is for the Traveller game to be like a good action movie, with flawed, but stalwart heros joining forces to defeat a terrible foe. It should build to a grand finale a little at a time. Would the Terminator have been such a good movie if it had been one long gunfight? Combat only takes up a small percentage of the movie. I think traveller should be the same way.
 
I know what you mean though. In a recent game, my character found himself in an airlock with a boarding party trying to come across. Let me tell you, my GM allows HEAP for gauss weapons, so, at point blank range, I managed to roll a threat, then a critical. This was not a pretty sight.

It also has me thinking I should walk around in battle dress. If my character can do it to the bad guys... they can do it to me.

Another one. I slipped up once (serious brain hemhorage) and mistook a CSG for an ACR... for the character's safety the GM took that charater over from me... of course, it was also necessary since that character needed several months recovery time, and to this day is limited to a grav-chair....

so, yes, Traveller, whether it's classic, new era, T-20... it's deadly.
 
I'm refereeing a T20 game and last Saturday we just had our first crit against a character. The weapon used was a cutlass (ex-marine thug) and the character had sustained a couple of minor hits. Damage was round 20 points (Str and weapon specializaton included) and killed the character instantly.

My point is that the table was shocked at the consequences, even though they had been in a couple of combats and I had pointed this possiblility out already. I think that this will shock the group out of the 'hack' mode that they've grown accustomed too (D3 players).

While Traveller has had combat in every incarnation, I've (IMHO) never viewed combat as being the essence of Traveller. I think that the deadliness of combat is a benefit, forcing the players to look for other possibilities to solve problems.

Anyway, that's my .02cr....
 
I ran a mercenary campaign a few years ago and the players always seemed to be shocked at the mortality rate. Better to take on more cadre tickets if you want survivability! ;)

The commander of the unit was eventually killed in battle, though through the miracle of modern science and preservation of his corpse in an emergency low berth, I allowed him to be "resurrected" as a cyborg on nearby TL-16 Vincennes. Made for an interesting plot development.

For the sake of telling a good story, I would protect the players to some degree, but I would reward stupid moves on their part by just allowing the rules complete sway. If they did something ridiculously foolhardy, I'd just let the dice take over and the chips would fall where they may. This was often when characters died. However, if they just got ambushed or put into a difficult situation and were trying to solve it logically and survive, I'd cut them some slack and divert killing blows on occasion.

After all, the whole point of roleplaying is entertainment and storytelling. Serving the story is more important than demonstrating the lethality of a gauss rifle in my opinion. :cool:
 
Originally posted by Starpilot:
After all, the whole point of roleplaying is entertainment and storytelling. Serving the story is more important than demonstrating the lethality of a gauss rifle in my opinion. :cool:
I agree whole heartedly
 
I have to remind my players from time to time that this isn't a D&D campaign. Criticals do that nicely.


Incidently, you might consider the following house rule: critical hits do normal lifeblood damage and do stanima damage as normal. Ignore armor as always.
 
During our second T20 session, our group had a run-in with some local thugs at an out-of-the-way dive. Unbeknownst to us, the bar was also under surveillance by the local LEAs. We tried to avoid a fight, but the locals insisted on getting themselves hurt. Soon after the fight broke out, the cops got involved. We definitely did NOT want to be branded cop killers, so we had to re-think our tactics. The judicious use of non-lethal attacks solved that problem (we weren't so kind to the local thugs). What really amazed me is that we walked (ran?) away without killing anyone. So yes, it is possible. Do not underestimate the usefulness of Combat Martial Arts. We also discovered Spring Attack to be particularly effective.

Dave
 
I like the +1 Lifeblood/Level House Rule.

I also cut Stamina damage in 1/2 for rigid armor, and instead of just ignoring armor on a Critical Hit, I give 1/2 AR for fully enclosed armors.

Other than that, I keep combat as deadly as it should be.

:cool:
 
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