I like some of these ideas, particularly the re-rolling of initiative (as combat can become very ‘switch off until it’s your turn’), and the melee combat rules - I’ll def use them. Not sure about the armour / AP idea yet.
@TeflonDave3 ай бұрын
Looks interesting. The active defense roll on every attack is similar to GURPS, but the attack roll here is MUCH easier. I do, very clearly, get that part of the 8+ roll required currently includes and abstracts the idea that the defender is making normal, defensive movements throughout the encounter, and that by giving them an active defense roll, you're making that part less abstract and requiring them to actually demonstrate how well those defensive moves are going. In effect, instead of needed a standard 8+ to hit, you'll need a [whatever they rolled]+ , which is gonna average 7 anyway, but modifiers. Obviously, for skilled combatants, this can really drag out fights, which may be a feature, not a bug, in many campaigns. An epic fight between two masters could be a tentpole encounter for an evening, or even hard-fought match between the whole squad and some elite bodyguards on a high LL world with no guns in sight. On the whole, tho, it'll definitely slow down combat, if only a little, by requiring yet another roll for _every_ attack. Maybe the old Mook Rule from GURPS would work here, and you don't give most goons a defense roll but just use the 8+ instead. I really DO like the STR bonus in addition to the effect. Synergy between strength and skill certainly isn't double-sipping, it's perfectly reasonable and gamble to the stronger of two equally skill opponents to do more damage. I also _think_ I like the effect to AP option, but I need to go back and read more about how they want AP to work in general. GURPS had something similar to their all or nothing idea. As many of you know, if damage exceeded DR the excess would be applied to the defender. Simple. Blades and pointys did extra damage AFTER they got thru. They added a rule that damage had to be DOUBLE the DR for the extra to apply. The blow had to "penetrate" the DR to get the cutty/stabby bonus, otherwise you just got the blunt force, which could still be considerable. I need to re-read all of the new AP stuff to see what's what. I _think_ I like the initiative bonus. Need to re-read that too. Some of this stuff might be fine for _some_ encounters and ignored like everything else for many more. Which is, of course, a completely cool and fun way to play any RPG. I'll download it tonight! Thanks, Tony!
@bedeodempsey50073 ай бұрын
As you said, no NEW core rules update anytime soon. A volume 2 COMPANION, with this and other OPTIONAL rules would be fine and, being the sap that I am for Traveller, I would buy it. But, Mongoose, make it worthwhile.
@westcoastavengers13 ай бұрын
I like adding the Tactics to initiative. And I like the Charge attack. I don't like the rest of the rules. AP being all or nothing is not fun. The opposed rolls for attacking vs parrying/dodging leads to a lot more rolls. I don't want another rules update.
@mnkyj93 ай бұрын
We already use many of the Melee rules as house rules. The opposed rolls in melee work well at my table, our combat has not been slowed down or negatively impacted. I would rule that if you have a pistol you can shoot your opponent but it can be parried. Charge, duel welding and multiple opponents are all fine. I am not sure about the shield rule, and I dislike the new AP rules.
@SpiritWolf19663 ай бұрын
I enjoy all of Page121 Tabletop Roleplaying Games videos
@ctorus3 ай бұрын
These rules sound interesting and I think an improvement. Traveller combat has always felt a bit simplistic to me.
@maksimsmelchak74333 ай бұрын
👍🏻😎👽🤖
@bryanstephens48003 ай бұрын
I don't like any of these changes. Makes things more complicated. Why the heck domthey need to do this? Glancing blows mean I rolled damage poorly. They JUST did an update. I am NOT buying new rules.