So let me set aside the rules for now, and talk about what happens when we sit around the table and play Traveller.
The players at various points get into unarmed and armed combat in various ways.
So far, the players have stuck together, and attack enemies at one or two different ranges. I note the range and calculate the size mod at that time.
Each player moves and shoots, and resolves his attack. After that, the bad guys move and shoot. Movement usually doesn't change the range; when it has, the size mod changes by plus or minus 1.
I use range as the number of dice to throw. They roll under characteristic + skill + the size mod. I'll tweak the task difficulty to account for aimed fire or, on the other hand, snapfire.
When two or more sixes show up, I think up something interesting and bad to happen. When two or more ones show up, I think up something interesting and good to happen. We've played maybe seven sessions, and doubles showed up maybe twice. Mishaps are good for imposing a "change ammo clips" moment, or, in the case of unsafe equipment, a malfunction.
The players at various points get into unarmed and armed combat in various ways.
So far, the players have stuck together, and attack enemies at one or two different ranges. I note the range and calculate the size mod at that time.
Each player moves and shoots, and resolves his attack. After that, the bad guys move and shoot. Movement usually doesn't change the range; when it has, the size mod changes by plus or minus 1.
I use range as the number of dice to throw. They roll under characteristic + skill + the size mod. I'll tweak the task difficulty to account for aimed fire or, on the other hand, snapfire.
When two or more sixes show up, I think up something interesting and bad to happen. When two or more ones show up, I think up something interesting and good to happen. We've played maybe seven sessions, and doubles showed up maybe twice. Mishaps are good for imposing a "change ammo clips" moment, or, in the case of unsafe equipment, a malfunction.
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