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Post by makofan on Oct 30, 2016 18:24:55 GMT -5
We'll use this thread to hash out rules issues. I welcome experienced commentary/ My big one is space combat.
SPACE COMBAT 1) Do we use vector combat or range band combat? I favor range band for simplicity, but am open to input
2) How does sand work?
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Post by Vile Traveller on Oct 31, 2016 0:28:43 GMT -5
I'm happy with range bands. My characters have always avoided space combat like the plague, so I'll need a lot of revision!
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Post by ffilz on Oct 31, 2016 11:26:52 GMT -5
I'd recommend range band (including the range band system for space combat from Starter Traveller if you have it available).
For personal scale combat, I'd do a mix of range band and using a map.
Of course I'm totally comfortable with the decisions you make to streamline play for play by forum.
Frank
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Post by makofan on Oct 31, 2016 11:58:38 GMT -5
Yes, I have the Starter Traveller rules, a pretty good set.
I think I am good with missiles, it is sand I have a problem with. Sand moves at the velocity of the ship in the turn it was launched. There is a -3 DM for each obscuring band of sand. That seems ridiculous; put out sand in 3 straight turns and you are unhittable. Also, what is the difference between one sand caster and 6 sandcasters?
To try to fix this, we tried these rules, which we liked: SAND 1) Sand is launched in the ordnance phase, and protects the ship launching it until the next ordnance phase, after which it has dispersed too much 2) The -3 DM applies to the first x laser shots, where x is the number of sand cannisters launched
EXAMPLE 800-ton cruiser fires two triple-turret sandcasters (6 canisters)
A ship armed with two double-lasers fires at it in its Laser fire phase. Those shots are at -3, and then the 4 lasers are are subtracted from the 6 canisters, leaving two left. During its next laser phase the cruiser shoots at the small ship. It survives and gets return laser fire. The first shot (2 lasers) gets the -3 DM, the second shot does not as the sand is all used up
Any comments from starship combat enthusiasts?
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Post by ffilz on Oct 31, 2016 12:15:14 GMT -5
That sounds workable, I haven't read up on sand too much...
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Post by erisred on Nov 2, 2016 16:14:11 GMT -5
Makofan, how are you going to handle Jack-o-Trades?
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Post by makofan on Nov 2, 2016 16:20:13 GMT -5
Sure, ask the tough questions! Probably inconsistently and illogically. I assume you mean JoT-2 vs JoT-1?
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Post by erisred on Nov 2, 2016 16:28:12 GMT -5
Sure, ask the tough questions! Probably inconsistently and illogically. I assume you mean JoT-2 vs JoT-1? Yes that's what I mean. JOT-1 is addressed, but anything above that isn't. What I always did was let the player reroll if JOT came up more than once, but I know some Refs just said it was a wasted roll. I even played in a game once that gave the extra benefit: JOT-1 got you 0 in any unskilled skill; JOT-2 got you 1 in any unskilled skill, etc. Personally, I think that is too unbalancing, but I didn't turn it down.
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Post by The Red Baron on Nov 2, 2016 19:35:16 GMT -5
Are DM cumulative?
When I attempt to enlist, do I add my DM for each of my stats or just use the highest one?
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Post by makofan on Nov 2, 2016 19:36:41 GMT -5
Are DM cumulative? When I attempt to enlist, do I add my DM for each of my stats or just use the highest one? Cumulative Navy Intel 8 Edu 9 gives you +3
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Post by hogscape on Nov 4, 2016 1:12:49 GMT -5
Sure, ask the tough questions! Probably inconsistently and illogically. I assume you mean JoT-2 vs JoT-1? Yes that's what I mean. JOT-1 is addressed, but anything above that isn't. What I always did was let the player reroll if JOT came up more than once, but I know some Refs just said it was a wasted roll. I even played in a game once that gave the extra benefit: JOT-1 got you 0 in any unskilled skill; JOT-2 got you 1 in any unskilled skill, etc. Personally, I think that is too unbalancing, but I didn't turn it down. I use J-O-T as an ability only so you can only acquire it once. Other instances of the skill are treated as a free choice of any other eligible skill from the table J-O-T was generated.
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Post by makofan on Nov 4, 2016 10:21:02 GMT -5
That's not a bad idea
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Post by hogscape on Nov 5, 2016 2:47:40 GMT -5
Thanks. Here's an extract from the relevant section as it appears in my game: This skill is a general ability that may be applied to nearly any endeavour at the discretion of the referee. The jack-of-all-trades can attempt activity that is not normally possible due to the absence of skills or expertise. Unskilled people have no idea how to even start many projects; jack-of-all-trades can apply this skill to such a project as if he or she has the skill. Jack-of-all-trades can be considered to confer skill level-0 in every other skill (but never level-1). Referee: Should the character acquire this skill a second or subsequent time during character generation, select another skill at level 1 for which the character is eligible. If all potential skills are already at level one or above, increase a skill to level 2.
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Post by makofan on Nov 6, 2016 19:54:53 GMT -5
Does anybody else hate the computer rules for spaceships? I usually just dispense with all the programs and use computer differential as target modifiers. I also use Gunner vs Maneuver rating (max Pilot skill rating) as the other hit chance
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Post by ffilz on Nov 7, 2016 0:04:16 GMT -5
Does anybody else hate the computer rules for spaceships? I usually just dispense with all the programs and use computer differential as target modifiers. I also use Gunner vs Maneuver rating (max Pilot skill rating) as the other hit chance I'd love to play by the book, but it's your game so I'm happy either way.
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Post by hogscape on Nov 7, 2016 1:47:26 GMT -5
Does anybody else hate the computer rules for spaceships? I usually just dispense with all the programs and use computer differential as target modifiers. I also use Gunner vs Maneuver rating (max Pilot skill rating) as the other hit chance I love the computer rules! If you play with the standard rules, a mustered vessel will have almost no software so it won't be an issue. Getting more software is a great motivator and as new programmes are acquired rarely, their integration is fairly simple.
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Post by ffilz on Nov 7, 2016 12:08:51 GMT -5
I did have a question... Do you plan on using the by the book software packages from 1981 combined with the space lanes rules from 1977? If so, the ship starting at Penzance would need some help to leave since jump cassettes would not be available to any destinations...
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Post by makofan on Nov 7, 2016 13:16:40 GMT -5
Let me think about this. I plan to post a space combat example to make sure I understand the rules properly, so we can pick that apart. I also have a solution for the jump casettes
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Post by makofan on Dec 1, 2016 9:58:43 GMT -5
ffilz (or other Traveller GMs) You need both Target (space 1) and Launch (space 1) to launch a missile. You need Maneuver-1 (space 1) to fly. That is three spaces, but you only have CPU capability of two spaces. How do you handle that?
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Post by ffilz on Dec 1, 2016 10:53:37 GMT -5
ffilz (or other Traveller GMs) You need both Target (space 1) and Launch (space 1) to launch a missile. You need Maneuver-1 (space 1) to fly. That is three spaces, but you only have CPU capability of two spaces. How do you handle that? Scout has a 1bis. CPU 4. So we're good
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Post by makofan on Dec 1, 2016 11:35:25 GMT -5
Just reread the rules. A Model 1 is 2/4 so you have 6 programs loaded, use the Maneuver program during the movement phase, swap it out during firing phase. And yes, Scout is 1/bis as you pointed ou
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Post by makofan on Dec 18, 2016 16:55:50 GMT -5
What do people think about Gravitics? Does shipboard gravitics negate all Gravity effects and keeps a constant 1G even under acceleration and deceleration?
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Post by Admin Pete on Dec 18, 2016 23:01:08 GMT -5
What do people think about Gravitics? Does shipboard gravitics negate all Gravity effects and keeps a constant 1G even under acceleration and deceleration? While noting that I have never reffed Traveller, I can tell you with the style that I ref under that is how I would run it. I would think it would really complicate things and require a lot of extra tracking of several things relevant to health if you did not do that. FWIW.
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Post by ffilz on Dec 18, 2016 23:39:27 GMT -5
What do people think about Gravitics? Does shipboard gravitics negate all Gravity effects and keeps a constant 1G even under acceleration and deceleration? To me it seems that the rules favor gravitics keeping ship-board gravity a constant 1-G no matter what the ship is doing. The Book 2 tables for transit times at 1-G to 6-G wouldn't make sense otherwise. That doesn't mean it should stay that way for your campaign. One thing to consider to is that Traveller ship technology is filled with pitfalls that can be exploited horribly if one digs into the implications... My personal feelings for the campaigns I will run is to play as the rules imply, and in the spirit of the pulps, and assume if one of those implications arises in a troublesome way, just hand wave it away. No, you can't detonate your scout ship and blow a city to kingdom come and back again...
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Post by erisred on Dec 19, 2016 1:49:01 GMT -5
What do people think about Gravitics? Does shipboard gravitics negate all Gravity effects and keeps a constant 1G even under acceleration and deceleration? That's the way I've always done it. Of course, gravitics can be damaged or completely knocked out, too, either by combat, sabotage, or just bad maintenance.
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Post by Mighty Darci on Dec 19, 2016 10:47:25 GMT -5
No, you can't detonate your scout ship and blow a city to kingdom come and back again... Oh, darn! Spoilsport! I kid!
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Post by makofan on Dec 19, 2016 13:55:05 GMT -5
OK, we'll go with compensation up to 6 G
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