• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Mellee Combat

Carcosa

SOC-4
Could someone explain or give an example of mellee hand to hand combat as the rules only seem to explain ranged combat with guns.
 
Could someone explain or give an example of mellee hand to hand combat as the rules only seem to explain ranged combat with guns.

Yet, again, another real problem with the T5 rules. Yes, if you use the Fighting Task from the combat chapter, you'll end up with automatic hits as the Difficulty will be 1D.

You're not going to like this, but the only other part of the book that discusses a task to hit with melee or hands is under the Fighter skill on page 158. There, you are given two similar but different tasks. One is to flat out when a brawl with a single task. The other is to resolve one round of a brawl with up to 6 opponents. Both of these rules are just plain awful, in my opinion. Not fun. Read them and see what you think.

Notice that melee weapons, like clubs and sabers, are not addressed, but you will see some damage numbers later in the book. Note how blades (see page 260) do "Cut" damage, and Cut damage is applied per turn. See page 225. This makes blades some of the most powerful weapons in the game.

T5 Refs must be prepared to heavily House Rule the T5 core rules in order to make them work.

I think of the game as more of a collection of loose, un-tried suggestions rather than some hard-core playtested rules.
 
I think I will make it 2 base dice to hit, plus an additional die for every 4 points of dex your opponent has. Does that sound balanced?
 
Carcosa,

Why not try an opposed task along the same lines as described in the 'brawling' example .... perhaps something like this

Melee Combat (per combat round)
AVG (2D)< Dex + Fighter + Mods
Opposed (up to 2)
Highest effect (Target number - Roll) inflicts Damage per melee wpn on loser

NOTE; If facing more than one opponent you can apply the 'divided attention' rule on page 137 .... meaning that each additional opponent will reduce the sole fighters Dex by the number of opponents

This to me seems reasonable while staying as close to the RAW as possible ..
 
I think I will make it 2 base dice to hit, plus an additional die for every 4 points of dex your opponent has. Does that sound balanced?

Just FYI, I've noticed that T5 uses a 3D difficulty in the two example melee tasks. 2D may not be enough to avoid auto hits with characters with high skill and high stat.

With rules like "plus an additional die for every 4 points of dex your opponent has", I find those bog the game down when you go figuring out the math, even if the math is simple.

Opposed throws are a good idea. Easier.



From my sig, HERE is my suggestion for fixing T5 Brawling and Melee.
 
I'm also eagerly awaiting a new errata release - lots of things need clarification, adjustment, or just plain fixes.

My thought on cut damage per turn after the initial damage: blood loss.

That is the only logical thing I've come up with to explain that part. IMTU, first aid, medic, and bandages or something similar will reduce or stop that additional cut damage per turn.

My 2 creds worth varies with the economy. :)
 
Supplement4,

With the opposed task I created the actual difficulty doesn't matter as its the 'effect' (target number - roll) that determines the winner .. I picked 2D to avoid 'spectacular' results .... but you could go with 3D if that is preferred (and you want a chance of SS or SF (critical hits/misses anyone?)

Dalthor,

I believe that attending to wounds is covered under Medic skill (called 'palliative treatment' on page 165) ... I would certainly consider allowing this in a combat situation by making the task 'extra hasty' and therefore adding 2D difficulty (plus any other mods deemed appropriate for the situation) and the 'This is Hard!' rule may add another 1D difficulty if severity (hits/2) is > Medic skill ... success would stop bleeding and therefore the 'cut' effect ....
 
Back
Top