Supplement Four
SOC-14 5K
There's been some alternate rule comments lately in different threads...which has led me to post this.
I wouldn't exchange CT rules for another system. I actually really like the CT system, especially in its modded form.
But, there are some other cool systems out there for people who don't like the spirit of CT rules.
One system, of course, is the D6 Star Wars rules. Brilliant system. They did an incredible job with those set of rules. I've mentioned before that the D6 Star Wars system is probably the best game system I've ever seen.
It wouldn't be that big of a chore to run Traveller using D6.
Recently, though, I've been considering giving my Classic Traveller game a rest for a few months. We played CT all last year, and we're right in the middle of the story. But, I'm thinking that a change of pace might be neat for a little while before we get back into CT.
I picked up my old Top Secret/SI rule booklet the other day, and I'm quite impressed with its fast and furious, off-the-cuff, get-into-the-action style of gaming.
It's a very simple system:
You've got stats and skills.
Skills are expressed in levels, while stats are expressed in percentages.
To achieve a task, you simply roll d100 for Stat+Skill or less. (The "+Skill" usually means +5 pts for every skill level.)
It's that simple.
What impresses me is the fast and furious play this system encourages.
The GM can modify a roll in two ways: (1) He can simply add or subtract points from the target (Shooting with your off hand? That's -30 to your target number.)
Or, (2) He can halve or quarter the target before any modifiers.
Most checks will be made at the full target number, after modifiers are applied.
If something is "hard", then a 1/2 check is made (roll 1/2 stat or less on d100).
And, if something is "very hard", then roll a 1/4 check (roll 1/4 stat or less on d100).
If someone doesn't have a skill in a particular area, it's typically a 1/4 check. But, the GM may decide that the task is so easy that a 1/2 check is appropriate.
Get the idea?
Simple. Fast. It reminds me of what Sigg likes about using only three target numbers in CT (8+, 10+, 12+).
I like how quick it is applied in a game session. Full check. Half check. Quarter check. Add/Subtract mods. Roll.
That's it.
Here's an NPC out of one of the adventure modules:
Mike Danvers
DEX 50
Pistol (2)
DEX 79 is max human Dexterity, so Mike's not doing so bad. And, he's got Pistol at level 2. Under the Pistol description, Pistol (2) allows a shot to be made rolling DEX +5 or less.
So, when Mike fires his weapon, he rolls 55 or less on d100.
If Mike makes a called shot, it's a 1/2 check: 28 or less on d100.
If Mike makes a very hard called shot, it's a 1/4 check: 14 or less on d100.
If Mike braces his weapon, takes his time, and aims, he'll make the shot using a +10 mod: 65 or less on d100.
Let's say mike is using a silenced pistol (silencer halves range categories on weapons), to fire at a walking target that is at short range. Since the target is moving, Mike will use rapid fire to take two shots in a round, but the target is also walking on the other side of a car, providing the target cover of about half his body.
Typically, firing at targets at short range provides a +10 modifier, but the silencer range reduction put the target at medium range.
This shot would look like this:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
28 1/2 check due to cover
18 -10 due to target movement
18 No range mod at Medium Range
0 -30 Rapid Fire</pre>[/QUOTE]Mike would get two shots, but he probably won't hit (he'll need to get the GM to allow a roll of "00" to succeed automatically).
So, given the circumstances, Mike decides not to give away his position and fire.
The target moves out from around the car (no cover), opens the hood, and begins to fiddle with the engine.
Now, Mike has a better shot. Stationary target. No cover.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
25 -30 Rapid Fire</pre>[/QUOTE]Mike will get two attacks (Rapid Fire), hitting on a roll of 25 or less on d100.
If Mike decides to take only one shot, instead of using Rapid Fire, he'll hit on a roll of 55 or less on d100.
And, if Mike can stealthily move closer to his target, so that the target is within short range, he'll get a +10 mod, making his roll 65 or less on d100.
See, it's a short, quick, simple, intuitive system. I've shown you a complicated example only to give you an idea of how different mods work. Remember, typically, the system is: Roll Stat + Mods or less on d100.
And, there are a couple of other rules I didn't mention (like lucky and bad breaks when a 00, 01, 02, 03, or 04 is thrown, or when a 99, 98, 97, or 96 is thrown).
Also, in combat, a roll of doubles that hits does massive damage.
(And, HERE'S the part I REALLY like!...)
The single attack roll in Top Secret/SI shows you your attack number and your hit location--all in one roll (it also shows damage when fighting bare fisted...all in a single throw). You can "bump" your hit location up or down an amount equal to your skill level (giving more highly skill characters more choice in where they hit).
There's a lot of little nifty rules like that in this game...all built around the simple percentage based system.
If someone were going to use another system for CT, I think this game system would make a good candidate.
OK...enough of the rambling about another game.
Back to your normal CT chatter....
I wouldn't exchange CT rules for another system. I actually really like the CT system, especially in its modded form.
But, there are some other cool systems out there for people who don't like the spirit of CT rules.
One system, of course, is the D6 Star Wars rules. Brilliant system. They did an incredible job with those set of rules. I've mentioned before that the D6 Star Wars system is probably the best game system I've ever seen.
It wouldn't be that big of a chore to run Traveller using D6.
Recently, though, I've been considering giving my Classic Traveller game a rest for a few months. We played CT all last year, and we're right in the middle of the story. But, I'm thinking that a change of pace might be neat for a little while before we get back into CT.
I picked up my old Top Secret/SI rule booklet the other day, and I'm quite impressed with its fast and furious, off-the-cuff, get-into-the-action style of gaming.
It's a very simple system:
You've got stats and skills.
Skills are expressed in levels, while stats are expressed in percentages.
To achieve a task, you simply roll d100 for Stat+Skill or less. (The "+Skill" usually means +5 pts for every skill level.)
It's that simple.
What impresses me is the fast and furious play this system encourages.
The GM can modify a roll in two ways: (1) He can simply add or subtract points from the target (Shooting with your off hand? That's -30 to your target number.)
Or, (2) He can halve or quarter the target before any modifiers.
Most checks will be made at the full target number, after modifiers are applied.
If something is "hard", then a 1/2 check is made (roll 1/2 stat or less on d100).
And, if something is "very hard", then roll a 1/4 check (roll 1/4 stat or less on d100).
If someone doesn't have a skill in a particular area, it's typically a 1/4 check. But, the GM may decide that the task is so easy that a 1/2 check is appropriate.
Get the idea?
Simple. Fast. It reminds me of what Sigg likes about using only three target numbers in CT (8+, 10+, 12+).
I like how quick it is applied in a game session. Full check. Half check. Quarter check. Add/Subtract mods. Roll.
That's it.
Here's an NPC out of one of the adventure modules:
Mike Danvers
DEX 50
Pistol (2)
DEX 79 is max human Dexterity, so Mike's not doing so bad. And, he's got Pistol at level 2. Under the Pistol description, Pistol (2) allows a shot to be made rolling DEX +5 or less.
So, when Mike fires his weapon, he rolls 55 or less on d100.
If Mike makes a called shot, it's a 1/2 check: 28 or less on d100.
If Mike makes a very hard called shot, it's a 1/4 check: 14 or less on d100.
If Mike braces his weapon, takes his time, and aims, he'll make the shot using a +10 mod: 65 or less on d100.
Let's say mike is using a silenced pistol (silencer halves range categories on weapons), to fire at a walking target that is at short range. Since the target is moving, Mike will use rapid fire to take two shots in a round, but the target is also walking on the other side of a car, providing the target cover of about half his body.
Typically, firing at targets at short range provides a +10 modifier, but the silencer range reduction put the target at medium range.
This shot would look like this:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
28 1/2 check due to cover
18 -10 due to target movement
18 No range mod at Medium Range
0 -30 Rapid Fire</pre>[/QUOTE]Mike would get two shots, but he probably won't hit (he'll need to get the GM to allow a roll of "00" to succeed automatically).
So, given the circumstances, Mike decides not to give away his position and fire.
The target moves out from around the car (no cover), opens the hood, and begins to fiddle with the engine.
Now, Mike has a better shot. Stationary target. No cover.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">55 Mike's base DEX + Skill
25 -30 Rapid Fire</pre>[/QUOTE]Mike will get two attacks (Rapid Fire), hitting on a roll of 25 or less on d100.
If Mike decides to take only one shot, instead of using Rapid Fire, he'll hit on a roll of 55 or less on d100.
And, if Mike can stealthily move closer to his target, so that the target is within short range, he'll get a +10 mod, making his roll 65 or less on d100.
See, it's a short, quick, simple, intuitive system. I've shown you a complicated example only to give you an idea of how different mods work. Remember, typically, the system is: Roll Stat + Mods or less on d100.
And, there are a couple of other rules I didn't mention (like lucky and bad breaks when a 00, 01, 02, 03, or 04 is thrown, or when a 99, 98, 97, or 96 is thrown).
Also, in combat, a roll of doubles that hits does massive damage.
(And, HERE'S the part I REALLY like!...)
The single attack roll in Top Secret/SI shows you your attack number and your hit location--all in one roll (it also shows damage when fighting bare fisted...all in a single throw). You can "bump" your hit location up or down an amount equal to your skill level (giving more highly skill characters more choice in where they hit).
There's a lot of little nifty rules like that in this game...all built around the simple percentage based system.
If someone were going to use another system for CT, I think this game system would make a good candidate.
OK...enough of the rambling about another game.
Back to your normal CT chatter....