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TRAVELLER 5 - My Thoughts And Comments REDUX

Abstract systems don't really bother me, as long as I can visualize a plausible mental image of what is being abstracted. I have no problem with averaging out coverage so Armor Class (to use the old D&D term) covers the chance to hit SOMEWHERE even if part of the body is encased in steel and part is exposed flesh.

I just have trouble with the visualization of this all or nothing of treatment of armor. In practical game terms, once I am hit - it makes game sense to strip off all armor (since it offers no protection) and try to use lower encumbrance to my advantage. Does this make sense for a platoon of battledress Marines engaged in urban combat? Is this really the desired goal of the combat rules?
If this is the desired goal, then it is a feature.
If this is not the desired goal, then it is a bug.

Strictly personal preference:
I would just assume that armor is not indestructible and all HITS damage the armor a little and reduce its effective protection. Probably something close to "each hit reduces the effective armor value by 1".

I find tracking hit locations too much effort.

I might try setting some minimum damage dice to damage armor (to prevent beating Battledress to a pulp with a dagger) ... perhaps something like the die of damage must equal or exceed the armor value to damage the armor ... unless it slowed down the game more than it was worth.

I find it a trial and error process to set a good balance between fuss and fun.
 
How would this issue, and any potential fix, scale up to vehicle and ship combat use of armor?

How do weapon/armor interactions scale up?-compatible

Does a hit on a starship that penetrates nullify the ship's armor? Vehicle's armor?
or are there multiple non-compatible ways that armor works...
 
How To Use GunMaker


GunMaker is very intimidating. Lots of tables and numbers.

Once you dig into it, though, it's quite easy. All it is, is a series of tables from which you choose options for the weapon you are creating.

As you make choices, and move from table to table, you'll get modifiers to the various stats for the weapon: It's TL, Damage, Burden, and so on.

When you get done, you create a Weapon Description like those on page 240. Pages 241-247 are helpful for definitions of things you see in the GunMaker charts. Page 248 will help you guestimate ammunition and magazines for your design. I see that some weapons skip that step.

The GunMaker charts are on pages 249-259.







Pg. 249, the first GunMaker chart, is used to help you decode completed GunMaker weapons. It's not that easy to use. I'm guessing it gets easier once you're more intimate with the GunMaker rules.

Pg. 250, the second GunMaker page, is a form you can copy and use to design your weapons.

Pg. 251, GunMaker chart three, is where you start creating a weapon. If we want to make a Rifle, for example, we start with the Rifle line in the Categories chart. That gives us some starting stats: TL 5, Range = 5, Mass = 4 kg, Burden = 0, it delivers Bullet type damage (but not if its a laser rifle), it does Damage of 2D, and the starting cost is Cr500.

From here, we just move on to Chart 4 and beyond, deciding if what we want to add to our weapon. For example, if I want this Rifle to be an Assault Rifle, I look at the appropriate line on Chart 4. That tells me to up the TL by +2 to TL 7. Decrease max range to Range = 4. Multiply cost by 0.8 to reduce the cost of the weapon. And so on.

Go through each chart, changing stats by the information on the line you pick, and when you get done, you've got a GunMaker weapon, expressed with a line of Weapon Description like that on page 240.
 
BTSD - Behind The Screen Damage


This is an interesting little rule aimed at being a GM helper.

There are situations in the game where the rules do not cover a potential damage situation, but the Ref does not want to be arbritrary or spend time making up rules on the spot.

The example in the text (page 233) is that of a character running across a solidified lava plain when the volcano erupts. The GM doesn't want to apply arbritrary damage, but he also doesn't want to spend a lot of game time making up rules for avoidance of lava ash.

So...the GM turns to the BTSD system.

It's easy: The GM rolls 2D, then subtracts the higher from the lower, getting a negative result of -1 to -5.

A table provides a few modifiers for this throw (three), but the rule states that BTSD is typically mods-light.

Once your roll, just look up your result on the BTSD table where damage is listed for beings and vehicles.

To finish the example, the GM decides to roll BTSD once to see what damage the character takes as he runs for the protection of his ATV. He rolls a 2 and a 1. That's BTSD 1 - 2 = -1.

Looking up "-1" on the BTSD chart, it says "Slight". So, the Ref gives the character a slight wound.

Then, the Ref uses BTSD to check on ash damage to the ATV, using the same procedure.

Easy, cheesy.
 
So will it generate lasers and gauss and plasma/fusion guns as well as standard chemical bullet guns?

Yes.

It will generate all sorts of slug throwers, flame throwers, crewed gatling guns, autocannon turrets, missile launchers, RAM grende launchers...even even strange stuff, like an Acid or Shock projector. Artillery. Even sprayers that spray poison gas.
 
Guess Corrections....

BTW, now that I'm a bit more familiar with GunMaker, I see that my guestimates of some of the pictured weapons (earlier in the thread) were way off.

That ImP-6, TL 6 Improved Pistol, shown on page 244--the one with the funky, long magazine, is actually a 3mm StapleGun. That magazine holds 200 rounds!

And the PrHC-11 Precision Hunting Carbine on page 245 isn't breach loaded, with a 10 round capacity, as I surmised. No, that weapon's got a 5 mm Bullpup Cassette that holds 200 rounds plus a binary propellant reservoir.
 
A Ref's Dream



The first 58 pages of the book are a Ref's dream. This is the first two sections of the book, which includes the Introdcution and a section called Basic Information. These pages are packed full of interesting rules and comments--all stuff that would help a GM run his game.

Here, you've got OTU history and discussions on such topics as Jump Drive, Gravity Manipulation, Fusion Power, and Artificial People.

Then, there's a multi-page section on just using dice! Now, I've heard read where others scratched their head at this section, but as a GM, I can tell you that the information contained in those pages are worth gold!

Have you ever tried to figure the probability of rolling a 13 or less on 5D? I have. I put a lot of work into making some similiar tables when I ran T4 when it came out, and I found those same tables extremely useful for my CT games since then. CT GMs should consider buying T5 just for this section as there's so little in that game about using the dice--and that's a game where the GM needs to be familiar with dice so that he can make up good rolls on the spot!

I'll definitely get some use out of this section of the book, even if I never run a single T5 game.

Then, the book takes us to pages and pages of details that Refs can use. There's a whole page devoted to discussion of the displacement ton. Range Bands are given a few pages (I never knew there was so much to know about Range Bands!).

You get tables of basic world and space ranges. On the space range table, there's a column for Light Delay! Yeah, a GM can use this to easily figure how long communications take within a star system.

Another table addresses stellar jump masking! I've never seen this in a Traveller edition before. Heck, I suggested that this would be a good item for a new CT LBB. And, here it is!

Then, you've got notes and tables full of benchmarks. How often have you wondered the actual worth of an Imperial Credit? It's covered.

What about the cost of living? GMs need ways to drain characters' funds. It's in there.

Salaries. Stocks and Bonds. Starship Investment. Market Speculation. Typical cost modifiers. Typical supply and demand price modifications. Bartering . World resource units. It's all in there.

There's a section about understanding Size, used in the Combat Chapter. You get benchmarks for temperature....

....and much more.

Even with all it's flaws, this section of T5 is useful no matter which version of Traveller you use.
 
T5 Wounds and Healing



This seems to be spread all over the place, but I believe I have the gist.

When a character takes damage, he applies it to his three physical stats exactly the way it was done with Classic Traveller. This is on page 215.

If you look on the page that describes the Penetrate phase of the combat round (page 220), you'll see in the chart that Bullet damage must defeat armor, and if it does, the remaining hits are applied to C1, C2, and C3.

How the hits are applied to those three stats is described in the V0 Hit System on page 215.

So, Minor Wounds (any damage less than two stats at zero) can be healed by medical attention (by seeing a character with Medic-1 or better skill), of course, but it's not necessary. Three days of rest will completely heal him. (From page 215.)

Two stats at zero indicates a Serious Wound, and note the last paragraph that says these types of wounds can only be fully healed after seeing a doctor (Medic-3 or better).

If a character wants to quickly heal Minor Wounds or fully heal Serious Wounds, we turn to the Medic skill on page 165. There, Hit Location and Injury Severity (both from page 220) are used in the tasks for Diagnosis and Treatment.
 
One thing that I just now realized that I skipped when talking about T5's combat system is the This Is Hard Rule.

If target Range number is greater than the character's skill, then the TIH rule kicks in and adds +1D to difficulty.
 
Looks like Rob put the Makers up online. If you want to design some T5 stuff, then click here: Clicky, clicky.

Of course, you kinda need the book to define the options (what's the difference in a Battle Rifle and an Assault Rifler...it's in the book).

You can play around with GunMaker and see what the output is like.
 
Action in the Head



Some games are designed to play out on a grid. D&D 3E is like this. Many of its rules refer to exact distances, and the game is expected to be played on a grid.

Other games are designed to use no plotting at all, where the Ref and players comfortably lounge in the den as the Ref describes all the action. The players aren't focused on a piece of graph paper or some other plot. Instead, all the action takes place in their heads via the Ref's desciption.

T5 is one of these latter games. The GM may use some pictures and drawings, sure, but most of the time, the game plays with just the GM describing things to the players.

REF: Over the horizon they come, glinting in the morning sun. Hovering three feet off the ground, they are spherical, using grav technology for locomotion. Each of them has an opening in their shells with a mechanical arm extended, a gripper on the end. Is that a weapon in the thing's grip? It is. And all five of them just cross into view in the distance.

Fredi: How far are we talking?

REF: Very Long Range.

Acton: I pull the sniper rifle off my back and lift off the scope protector. Then I get down on one knee, brace myself, target, and fire.

REF: That takes us into combat. Acton has initiative. But, one of the floating spheres takes a Hasty Shot at you. He's stealing your nish, and if it hits (doesn't have to damage), you'll be suppressed. It hits! Whatever happens in the damage phase, you're adjusting your scope, ranging your target, when you see a quick flash coming from the weapon in the thing's gripper. Bullet's rip divots in the dirt all around you. You go down, but whether this is because you're shot or because of involuntary survival instince, we'll find out in the Penetration phase.

REF: But, the players have initiative. And, that was the only Hasty attack that the spheres will make this round. So, Fredi, it's your turn. What do you want to do?

Fredi: I'm going to sling my weapon over my shoulder, pull the mediscanner from my belt, then run over beside Acton to check on him.

REF: OK, instead of attack, you perform as you describe. But, before we get to the Movement phase, it's the sphere's turn to go through the Attack phase. One has already attacked. That leaves the other four. Since Acton is down, all four will shoot at Fredi. If you survive, we'll move to the Movement Phase where you can run to Acton, then check on him in the next Action phase.

And so on...

No maps. Just a colorful (not very, in that description) Ref describing things as they happen in the game.
 
As a ref, I don't say words like "attack phase" or "turns". All (N)Pcs move and roll dice simultaneously. There is no pause or wait. Combat flows smooth and is damn near real-time. Oops, you guys are talking about Traveller 5. Nevermind.
 
T5 is one of these latter games. The GM may use some pictures and drawings, sure, but most of the time, the game plays with just the GM describing things to the players.


Actually, almost all games use exact distances when a player needs to know if he can run to that wall over there and hide behind it before that bad guys come around the corner. If you don't know the distance & how far the PC moves in a given unit of time you are SOL...
 
As a ref, I don't say words like "attack phase" or "turns".

I was trying to be clear in the example. I don't use those terms with Ref description either.




Actually, almost all games use exact distances when a player needs to know if he can run to that wall over there and hide behind it before that bad guys come around the corner. If you don't know the distance & how far the PC moves in a given unit of time you are SOL...

I'd say that most games use hard distances, but I've seen more than one that doesn't. And many games--AD&D 2E comes to mind--tries to walk on both side of the street, providing methods for both styles of play.

It just depends on whether you want to use a grid, watching the action as your character moves X number of squares on his turn, or if you'd rather sit in the living room, no graph paper to look at, just listing as the Ref paints the picture in your head.

Just a moment ago I wrote some notes on the two different styles of play in another thread. I'll copy it below.



(copied example from other thread)

RE: Combat Rounds about One Minute

The abstract rounds don't really bother me at all. How often does exact time of combat really matter in a combat encounter anyway.

If a character wants to run across the street, it's up to the Ref if he gets there instead of a count of squares. The Ref may say, "Bullets zip by your head, and you can hear the crack of automatic fire in the distance. But you make it. You can feel your heart in your temples, and you touch the cover of the other side of the street."

Or, the Ref may say, "It's a wide, multi-lane street. You can run to the cover of the median, halfway, then run the rest of the way next round. Are you going to attempt it?"

Or...the Ref may say, "You dash off across the street, and just as you make it about half way, there's a loud, echoing crack. You look up, and you see wood from a covered window on the second floor fall to the street. In the window, you see the snout of a large caliber machine gun and a couple of shadowing figures moving to operate it. It opens up on you...."



In a game where plotting is used, the situation is decided by the character's movement rate the number of squares across the street.

In games like T5, the situation is governed by the Ref's sense of drama.
 
So far, the combat in T5 is more abstract than SPI's CityFight.
I think I'll pass on this and stick to my own mod of AHL.
 
I'd say that most games use hard distances, but I've seen more than one that doesn't. And many games--AD&D 2E comes to mind--tries to walk on both side of the street, providing methods for both styles of play. <snip>

So, does T5 have movement rates in meters per time increment or not? I couldn't tell from your reply.
 
So, does T5 have movement rates in meters per time increment or not? I couldn't tell from your reply.

Yes and no.

The combat system uses the Speed ratings. At Speed-1 (Human Walk), a character can move through the first three Range Bands at one Band per combat rounds.

Starting at Range Band-0 (Contact Range, 0m), walking...

To Range Band 1 (Very Short Range, 5m out), takes one round.

To Range Band 2 (Short Range, 50m out) takes two rounds.



But, if you're not in combat rounds, then Speed-1 equals 5 kph, and Speed-2 equals 10 kph.
 
Yes and no.

The combat system uses the Speed ratings. At Speed-1 (Human Walk), a character can move through the first three Range Bands at one Band per combat rounds.

Starting at Range Band-0 (Contact Range, 0m), walking...

To Range Band 1 (Very Short Range, 5m out), takes one round.

To Range Band 2 (Short Range, 50m out) takes two rounds.



But, if you're not in combat rounds, then Speed-1 equals 5 kph, and Speed-2 equals 10 kph.

Thank you, good overview. Definitely not for me or my players.
 
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