IanBruntlett
Emperor Mongoose
This is the second of 3 questions I have about running a Traveller campaign...
Thank you to everyone who has answered so far
Thank you to everyone who has answered so far

Most frigates, destroyers, and corvettes are in the 4-6 armor range, too. SDBs (not needing all that space for jump) are the small ships that are actually competently armored.Now yes, if you're flying something with better than 4 or 6 armor, you can afford to get into fights a bit more... but in that case, you're not really flying a civilian trade or scout ship; you're in something more equivalent to a quasi-military vehicle.
Yes, the modifiers for Lasers are too high imho for a 2d6 system. Its very clear in High Guard that beam lasers get +4 to attack rolls and pulse lasers get +2. It is in the weapon descriptions there, not just on that table in the core rules. So pulse lasers firing at long range are +0 to hit before any modifiers. And beam lasers at medium range are +4 before any skill modifiers. Even a single beam laser has a reasonably good chance to inflict critical damage at that point against a small civilian ship. If its a double or triple turret, ouch. Pulse lasers even more so.I'm not trying to argue, so please don't take it that way. I think we agree at the core idea that combat under any scenario should not be a goblin stomp. I just get frustrated at constantly seeing posts to avoid combat when in general it really isn't as bad as it is portrayed (most of the time. I've been turned into a pile of goo more than once when the dice decide it's time.)
Yeah. In the original 2nd edition book, each ton of parts actually repaired 10 points, which would be more inline with the 1e way. Update 2022 almost certainly has a a misprint, but it is as written until it's changed and even the errata just copied the exact same text (which is odd in itself... lol.) Sometimes you just have to rule zero it and bring in a more logical ruleIMHO, you need to change those rules OR redesign the ships to be more tolerant of getting hit OR not force the players to fight in the open. Or more than one of the above. As written, space combat with a civilian ship is almost certainly a very large expense for PCs, win or lose. It's currently 100,000 credits per hull point lost to repair the ship, plus some amount for each crit result. You get tagged with one laser hit and you can be down half a million credits. (I highly recommend using the old price for hull repairs, which was 10k, IIRC. Can keep the 100k for the crits maybe. Unless your characters roll in the dough. If your players are making money hand over fist from trade, maybe they'll tolerate having a million credits flushed away by a random pulse laser hit.).
Your Mother was a Darrian.And before you start flinging around the insults...
Nah. Taurus.Your Mother was a Darrian.![]()
Yeah. In the original 2nd edition book, each ton of parts actually repaired 10 points, which would be more inline with the 1e way. Update 2022 almost certainly has a a misprint, but it is as written until it's changed and even the errata just copied the exact same text (which is odd in itself... lol.) Sometimes you just have to rule zero it and bring in a more logical rule![]()