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CT+ Personal Combat

Oh, and I wouldn't use the Snapshot/AHL/ACQ Action Point system in a set of basic combat rules either.
Simple initiative system, declare action, roll dice for combat tasks, resolution, go on to the next turn.
 
I need Robject for a summary of where we are at on this one


Tom
 
Originally posted by Takei:
I have always spread wound points evenly over all three physical stats, working on the assumption that they will all be effected when you're wounded.
Me too, even during MT days usually.

What I found very useful was the description of what verious characteristic damage is - I think it appeared in an issue of Digest.

Quick summary for those who don't know:

Strength - damage to muscle
Dexterity - damage to sensory and nervous system
Endurance - organ damage, blood loss
 
Doesn't this make it a very fine line between unconsciousness and death, then? Even reduction of stats can lead to all stats being on 1 or 2 each and surrender suddenly seeming like a good idea


On the other hand, I suppose choosing which stat to reduce means each application of damage is a judgement between the risks of what will happen if you lose consciousness and the risks of the next shot killing you.
 
Originally posted by Sigg Oddra:
The damage is low because cloth armour is very good at stopping auto-pistol rounds, while combat armour works well against gauss rifles.

Let's try shooting Pod, in cloth armour, with a gauss rifle a few times.
Thanks again, Sigg.

I am now convinced that combat is still dangerous.
 
I've never liked the idea of choosing which stat takes the damage.

"OK, 2D makes it through your armour. A 5 and a 1"
"Bum! OK, 5 off Str and 1 off End. Hee hee, Dex is unaffected so I can still fire my ACR with no minuses!"

I like the gradual spiral down as all stats take damage (therefore effecting your skill rolls) before you finally succumb to unconsciousness.
 
Like this you mean?
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Str Dex End
7 7 7 </pre>[/QUOTE]1 point of damage
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Str Dex End
6 7 7 </pre>[/QUOTE]a second point of damage
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Str Dex End
6 6 7 </pre>[/QUOTE]a third point of damage
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Str Dex End
6 6 6 </pre>[/QUOTE]a fourth point
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Str Dex End
5 6 6 </pre>[/QUOTE]I would still have an exceptional success cause all damage to a single characteristic, determined randomly. This represents the massive trauma that can occur if something vital is hit:

Strength - bone hit
Dexterity - head/spine hit
Endurance - major organ punctured/nicked artery.
 
Originally posted by Sigg Oddra:
Like this you mean?
Indeed I do, although I tend to apply odd points to random stats.


I would still have an exceptional success cause all damage to a single characteristic, determined randomly. This represents the massive trauma that can occur if something vital is hit:

Strength - bone hit
Dexterity - head/spine hit
Endurance - major organ punctured/nicked artery.
I definately agree with this. Roll a double 6 and all damage is applied to the same stat, if it gets dropped to zero any remaining damage is split between the other two. I've never liked the criticals bypassing armour in T20.
 
Originally posted by Takei:
I've never liked the criticals bypassing armour in T20.
Agreed, the only way to bypass armour is to hit an unarmoured location, either by aiming or total fluke.
And if the armour is whole body then the best you can do is hope there are weak spots, but not magically pass through suffering no damage reduction.
 
Aw shucks, that means CT+ can't have a knife fighter take out a marine with the flu inside BD anymore. :eek: :( ;_;

"Ph34r t3h CT+ but3r k|\|if3, ph34r it with gr34t ph34r."

file_23.gif
;)
 
I know it's a joke, but...

...aim for the weak points in his armour ;)

Raises the task by a difficulty level, but halves the AV.

So the dagger/blade would do 1d-4, but the 1d would be the best of the two rolled.

Score an exceptional success on the increased difficulty task and that would add an extra damage die, so you'd do 1d-3. That 1d would be the best of the three you rolled.

Best stick to RAM grenades or PGMPs
file_23.gif
 
A combat turn has this structure:

initiative, action declaration, resolution - which includes movement, rolling to hit, and damage assessment.

So, how to determine initiative?

1d6, 2d6?

Dice roll modified by characteristics, or skills, or skills and characteristics.

No dice at all and just based on characteristics, or skills, or skills and characteristics?
 
Here's my 0.02 Cr: Make a rifle do 4d6 damage, like a shotgun, but give it better mid- and long-range characteristics; the shotgun still does the same but it has excellent short-range characteristics, especially against targets either without armor or with light armor (i.e. Jack, Mesh, Cloth).
 
Which characteristics?

How about Dex/4 + Int/4 (same as task DM), or the average?

Which skills?

Weapon, or weapon and tactics, or just tactics?

Any others?
 
No dice at all and just based on characteristics, or skills, or skills and characteristics?
no. this lines up character actions in a rigid order each turn, which isn't realistic.

d6, pertinent skill, and stat modifier (identical to those used in the task system?) sounds good. line 'em all up, step 'em through. "who has twelve? go." "who has eleven? go." etc.

when a character reaches his initiative segment, must he expend it in that segment or may he wait upon someone else's action and expend it then?
 
Just tactics plus task DM of Dex and either Int or End, plus a d6. Or use the Dex and either Int or End full ability score plus tactics and a d6, for less randomness.

Thoughts?

Tom
 
when a character reaches his initiative segment, must he expend it in that segment or may he wait upon someone else's action and expend it then?
I think he could wait and then "interupt", but this may be getting to complicated for CT+.

Tom
 
just weapon, plus dex et al. after all this is about an individual handling an individual weapon, not maneuver/disposition.

are interrupts avoidable? d&d combat is about a mass of people thrashing around blocking and parrying and whatnot - you can take them all in order and maintain some realism. but firearms combat usually involves a lot of peaking and shots of opportunity. I hear bits does this well, why not use that?
 
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