I've fooled around with a "revision" to combat on my own, because I like fiddling with things. I had no direction and as a result went through six variations of a revision. At the end of all that, I finally took a step back and tried to understand what T5.00 and .09 were attempting. Here's what I've concluded.
T5.09 tries to be a simulation. The main indicator of this is the short combat rounds, plus accounting for every shot fired by rolling the dice. I believe there are other indicators, and that the writers had this consciously in mind when they wrote it. They did also beef up edge cases nicely, I might add.
T5.00 tries to focus on decisions. The main indicators are the long combat rounds, and the meaningful decisions encoded in the various attack mods.
Though Traveller tends to be hard simulationist SF, yet FATEFUL player character heavy elements such as char gen and yes, even skill use, tends to focus more on decision making. It's still simulation-ISH, but that takes a back seat to making interesting decisions.
So, that's how combat should work.
T5.09 tries to be a simulation. The main indicator of this is the short combat rounds, plus accounting for every shot fired by rolling the dice. I believe there are other indicators, and that the writers had this consciously in mind when they wrote it. They did also beef up edge cases nicely, I might add.
T5.00 tries to focus on decisions. The main indicators are the long combat rounds, and the meaningful decisions encoded in the various attack mods.
Though Traveller tends to be hard simulationist SF, yet FATEFUL player character heavy elements such as char gen and yes, even skill use, tends to focus more on decision making. It's still simulation-ISH, but that takes a back seat to making interesting decisions.
So, that's how combat should work.
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