Search found 55 matches

by Strithe
Sat Sep 12, 2015 4:30 pm
Forum: Traveller
Topic: Large Changes to Space Combat?
Replies: 31
Views: 1761

Re: Large Changes to Space Combat?

On my reading of the changes to space combat, I have to agree with Vlad. I like the critical effects table, but I feel like critical hits will rarely happen, and that will dramatically change the flavor of space combat. Though, Beam lasers at short range with a good gunner will crit frequently, it ...
by Strithe
Wed Sep 09, 2015 11:19 pm
Forum: Traveller
Topic: Large Changes to Space Combat?
Replies: 31
Views: 1761

Re: Large Changes to Space Combat?

On my reading of the changes to space combat, I have to agree with Vlad. I like the critical effects table, but I feel like critical hits will rarely happen, and that will dramatically change the flavor of space combat. Though, Beam lasers at short range with a good gunner will crit frequently, it ...
by Strithe
Mon Nov 18, 2013 7:12 pm
Forum: Traveller
Topic: Stealth in Space
Replies: 55
Views: 5945

Re: Stealth in Space

The other factor is that the base assumptions that article makes about what it is you're trying to detect - fusion torch rocket engines, simple don't apply to Traveller. Ship's in Traveller don't spew out thousands of kilometre long plumes of super-heated fusing hydrogen. They're basically room-tem...
by Strithe
Wed Aug 07, 2013 4:23 pm
Forum: Traveller
Topic: First impressions – 2300AD – Tools for Frontier Living
Replies: 31
Views: 3963

Re: First impressions – 2300AD – Tools for Frontier Living

I disagree with the review on RPGnet on a number of levels, and feel the reviewer did not quite 'get' the content, which I think is a good example of what Traveller is capable of - but that is his prerogative as a reviewer. The only good point he makes is on chapter headings for Colony & Outpost "D...
by Strithe
Wed May 08, 2013 5:28 pm
Forum: Traveller
Topic: Scale damage
Replies: 9
Views: 1334

Re: Scale damage

Its a huge problem and one I cant believe hasnt been fixed before now. The transition of damage between the two scales requires a house rule to work at all. Im not sure why there is a different scale at all, it seems it would have just as easy to construct starships as big vehicles and use the same...
by Strithe
Mon May 06, 2013 8:46 pm
Forum: Traveller
Topic: Personal Armor Values Again
Replies: 21
Views: 2174

Re: Personal Armor Values Again

I use armour values as they are. They are pretty realistic to what they are designed to do. Stopping stab wounds. You're mostly right. A better phrasing would be that they're designed to prevent incapacitation from glancing or peripheral hits from the common sidearms of the day. For iron-age sociti...
by Strithe
Fri May 03, 2013 8:07 pm
Forum: Traveller
Topic: massive gravity effects
Replies: 82
Views: 9208

Re: massive gravity effects

Check out the "Human Tolerance for Gs" thread for a discussion that might provide some useful bits. The space shuttle does/did 1.7Gs to 3 G's during the different fazes of the takeoff. Early experiments at 6 g for 10 minutes produced no long lasting medical issues. Tolerance was quite subjective, w...
by Strithe
Fri May 03, 2013 7:52 pm
Forum: Traveller
Topic: massive gravity effects
Replies: 82
Views: 9208

Re: massive gravity effects

E: As soon as you leave the ships artificial grav field of 1G (the ship's captain has an Int >2) you collapse, tumbling down the gangway breaking many bones on the way down... You die shortly thereafter. Unless you're running a crossover campaign, this isn't an option as there's no grav plates in t...
by Strithe
Mon Apr 22, 2013 4:08 pm
Forum: Traveller
Topic: 2300AD Submunition Doomsday
Replies: 8
Views: 1240

Re: 2300AD Submunition Doomsday

Captains using these weapons probably have to fill out an "environmental impact statement" or some such bureacratic nonsense. ...but how do you secure them so they don't end up dropped on colonies? I think this is probably one of the reasons why the navies in 2300AD are relatively tiny. You simply ...
by Strithe
Thu Jun 28, 2012 7:10 pm
Forum: Traveller
Topic: 2300AD is Back!
Replies: 96
Views: 16817

Re: 2300AD is Back!

Good point. Now that I think about it the Shuttle's probably not a good example anyway. They had considerable support from ground stations, whereas a starship needs to be more self-contained.
by Strithe
Thu Jun 28, 2012 3:43 pm
Forum: Traveller
Topic: 2300AD is Back!
Replies: 96
Views: 16817

Re: 2300AD is Back!

I'm sure it would be breaking some regulation if there's something analogous to the FAA at the local starport. Interstellar Space Authority? On Earth, I think it would actually be Orbital Quarantine Control. There's a reference in the old Challenge magazine articles about the original edition about...
by Strithe
Thu Jun 28, 2012 2:50 pm
Forum: Traveller
Topic: 2300AD is Back!
Replies: 96
Views: 16817

Re: 2300AD is Back!

Crewing levels seem a bit, erm, over staffed for the small smaller ships. 10 or so crew for a 100Dton scout or 200Dton trader. I am presuming that for your smaller player type ships and anything on the frontiers you need those positions filled rather than the chairs filled. So a Pilot who can navig...
by Strithe
Thu Jun 28, 2012 5:40 am
Forum: Traveller
Topic: 2300AD is Back!
Replies: 96
Views: 16817

Re: 2300AD is Back!

Crewing levels seem a bit, erm, over staffed for the small smaller ships. 10 or so crew for a 100Dton scout or 200Dton trader. I am presuming that for your smaller player type ships and anything on the frontiers you need those positions filled rather than the chairs filled. So a Pilot who can navig...
by Strithe
Wed May 30, 2012 4:15 am
Forum: Traveller
Topic: 2300 AD Errata
Replies: 35
Views: 6680

Re: 2300 AD Errata

Whatchoo gonna run into? Rogue planets... ...and much more besides. Space is vast, its not empty :lol: :wink: So much junk! :lol: But, really, can sensors outperform the FTL drive? I think when the Jerome Drive is on, you're pretty much committed to what lies ahead.* Extra alert personnel do not ch...
by Strithe
Mon May 28, 2012 12:40 am
Forum: Traveller
Topic: 2300 AD Errata
Replies: 35
Views: 6680

Re: 2300 AD Errata

I'm inclined to agree. It may be that the watch regulations require the ship to have a fully staffed bridge during the two day watches when passengers are up, and a skeleton watch at night - hence the 2 full, 1 skeleton in the main book. These could be the "insurance requires us to have a fully sta...
by Strithe
Sat May 19, 2012 3:51 pm
Forum: Traveller
Topic: [2300AD] Missing nation in the book..
Replies: 11
Views: 3089

Re: [2300AD] Missing nation in the book..

Keep in mind that the nation tiers seem to have mainly to do with interstellar presence, both in therms of colonies & militaries. Also, keep in mind that by 2300 things like "G7" and and "United Nations" are quaint historical footnotes just like the League of Nations or the Council of Trent are toda...
by Strithe
Fri May 11, 2012 10:36 pm
Forum: Traveller
Topic: 2300AD is Back!
Replies: 96
Views: 16817

Re: 2300AD is Back!

Just go my book and I have a question about character creation. Is the core citizen and frontier citizen two different careers? So if I wanted to roll a character that started out in the Core, then decided to move to one of the colonies later in life, would I be able to cash out the core citizen an...
by Strithe
Fri May 11, 2012 10:33 pm
Forum: Traveller
Topic: [2300AD] Kaefers: The Final Solution
Replies: 48
Views: 6394

Re: [2300AD] Kaefers: The Final Solution

I always thought that the Kaefers pose a couple of interesting problems given the other setting assumptions, even if you wouldn't want to "hang out" with them, and I always thought they were a bit more than just "space orcs" when you got to know them better. First, they're the only aliens that pose ...
by Strithe
Mon Apr 23, 2012 3:07 pm
Forum: Traveller
Topic: Altering combat lethality
Replies: 49
Views: 6029

Re: Altering combat lethality

Bullets do cause blunt trauma damage when they hit non-rigid armor, although I agree the clay's not a good medium for ballistic demonstration, ballistic gelatin is better because it "springs back" like flesh. There are numerous reliable accounts to this effect, although knockdown or knockout from pi...
by Strithe
Sun Apr 22, 2012 8:52 pm
Forum: Traveller
Topic: Altering combat lethality
Replies: 49
Views: 6029

Re: Altering combat lethality

If you want to model projectiles vs. armor, a simple and realistic solution is to simply rule that on a non-penetrating (damage < armor protection) hit vs body armor, any natural six on a damage die still causes a point of damage due to blunt trauma. This will make even your battle-dress equipped ch...