As skirmish rules I like the idea of "Ammo Dice"; roll this and you need to reload.
(snip)
Don't give up on the idea. It may just need some refining.
What the final tell will be is if keeping track of the necessary modifiers for Ammo Dice to produce the desired results is easier than counting bullets off of a personal load sheet.
Most firefights on board ship are going to be at these sort of ranges too. I have been running T5 for several months now and the longest ranged firefight was 50m the majority actually played out at around 5m.
Edit: Ok I see you use different ranges than the text, which is better. Still, even at R=2 someone with Char=7 and Skill=1 has 97% to hit and someone with Char=8+ has 100%.
I'm interested in your (and anyone who's played/refereed T5) opinion. Looking at the probability, it seems to me that a character has mostly 100% chance to hit at Range 1, unless he has a combination of below average Char and no skill. Even with no skill, with a Char or 8+ he has 100% chance of hitting his opponent.
Doesn't that seem too high probability, or perhaps I'm missing something?
Edit: Ok I see you use different ranges than the text, which is better. Still, even at R=2 someone with Char=7 and Skill=1 has 97% to hit and someone with Char=8+ has 100%.
Given leasurely time to point/aim at a human-sized target getting a hit should be near certain for anyone not falling into the "physically challenged" spectrum of motor skills. However, when things are happening quickly and there is no time to steady the aim and the shot must be fired at the first instant you should probably add a "this is hard" extra die to the attack. Likewise I like adding a "this is hard" die to all handgun attacks made when holding the handgun in a single hand/paw/tenticle/etc. due to errors in hand placement effecting the accuracy of the shot.
I've been thinking about my own house rules and I've come up with a couple that I'd like to run by you all:
Take a look at my sig, at the T5 line (T5 Fixes). Click there, and you'll see some suggestions I've made about several parts of the game that are out of whack.
Interesting. Yet, there is nothing that fixes the 'automatic hit at short range' in there that I can see.
I find it strange that no one is willing to discuss what I'm proposing.
I really think that there's too many things like this that need fixing that make the game unplayable.
Supplement Four said:One thing you could do is use some sort of minimum difficulty or modifer on short range shots that makes the task likely, but not 100%.
If that is the case why do you insist on ragging on it to all an sundry and just leave it alone. Play something more to your tastes and stop claiming that you really 'want to like T5', because quite frankly you don't, you love to rip it apart and your hoping loads of people agree with you. What is it you want, to bring the game down, destroy T5 completely or try and make yourself seem to be the big man by 'fixing' the game, proving your better than everyone else including the games creator.
I was asking for the point of view of someone with actual T5 gaming experience (which you do) about a couple of proposed house rules and I'd still like to get it
You didn't read my post (or you would not have replied the above).
Sorry about that, yes you were. I like them, they sound well balanced and thought out and don't overly complicate the combat system either which is obviously a big plus. For careers that i think of none combat i make the character roll a 5D composure check based on their Int and Edu if they fail then they have to keep their head down and do nothing, but if they make it then they can act but with a +1D modifier until i think they have got some combat experience. I use a modifier based on ranges beyond the base range for that weapon type (as noted on p.251), so a pistol trying to hit something at range-4 would have a -2, this way rifles are better for the long range shots.