• 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.

T5 Combat At Short Range

I'd like to see what you guys think about this. Thoom is talking about it in another thread, but I thought it deserved it's own thread.

From what I can tell, the average Joe Normal character in T5 has Stat-7 and Skill-2. The character will have one or three skills higher than that, reaching to Skill-5 or so (maybe higher to Skill-6 or Skill-7) and a lot of Skill-1's.

So, if Joe Traveller is 777777 Slug Thrower-2, then he can hit a man standing still 50 meters away, 100% of the time, every pull of the trigger, no problem.

Slug Thrower-2 must be a much better skill than what I have, because I know with my little .380 that I carry (the gun will fit in the palm of your hand), it's good for about 25 feet, and I definitely won't hit a standing person over 150 feet away every time I pull the trigger, even with the laser sight.

But, in T5, here's the task:

Difficulty: 2D for Range=2
Target: 9 for Stat + Skill
Modifier: +3 for apparent range 5-2=3

2D for 12 or less



I think that's wonky--an example of where T5 fails. Thoom agrees. But, I'm sure there will be some that will find this perfectly normal.




Here's something else that's strange about the system:

Joe Normal will have a 100% chance to hit a standing human at Range=1 and Range=2 (that's 5m and 50m), but at the next range band, his chance drop drastically.

Range=1 100% chance to hit.

Range=2 100% chance to hit.

Range=3 63% chance to hit. 4D for 11 or less

Range=4 3% chance to hit. 5D for 10 or less.

Range=5 Less than 1% chance to hit. 6D for 9 or less.

Don't you think that's a strange distribution? 100% chance out to 50meters, then 63% out to 150meters. Then, it drops to virtually no chance at all beyond that.

Now, before you start thinking that this is OK with a handgun, remember that this can easily be any type of slug thrower--a rifle as easily as a handgun.

And, what about the game implications? The only time a roll is really necessary is if the target is at Range=3. Anything closer, and it's an automatic hit. Anything longer, and it would take a miracle to hit.

What are your thoughts on this?
 
The pistol you describe is a small calibre home and personal defence weapon not intended for long range or open area shooting. Still being unable to hit a target at 8m means you are a poor shot or your weapon is very inaccurate. I have seen a shooter hit a tin can and keep hitting it at 25m with .32 revolver from the hip. Now admittedly i would put his skill at about 5, but it isn't hard to hit a target at 25m, i personally have a weak eye and am short sighted but i can hit a target with any handgun at 25m.

You will always have problems when you have arbitrary ranges/bands since you have a boundary which once crossed puts you into the next category, the more realistic way to do it would be to have a different modifier for each meter but then the system isn't built for that sort of accuracy/realism.
 
The pistol you describe is a small calibre home and personal defence weapon not intended for long range or open area shooting.

Read the whole example. What I cite is true for all sorts of slug throwers, not just small cal pistols. The example holds for an assault rifle as well as a single shot hunting rifle, snub pistol or revolver.
 
Back
Top