Golan2072
Cosmic Mongoose
I'm having a problem with the MGT armor rules. The thing is that most armor types presented on the p.87 table are quite weak in comparison to weapons, especially with Effect added to their damage.
Look at this that way: most pistols do 3D6-3 damage. On average, a D6 result is 3.5; 3D6 on average is 10-11 (let's say 11), and thus 3D6-3 is around 8 points of damage on average before applying Effect. Cloth armor, which is the equivalent of an RL Kevlar vest, stops only 3 points of damage - hardly stopping a pistol bullet even with Effect 0 and an average roll. A dagger does 1D6+2, which is on average 5-6 points of damage even with Effect 0 - and Jack Armor, which is supposed to be helpful against melee attacks, has only Armor 1, which is hardly effective against it.
I'm currently thinking about creating a house-rule to change that. The easiest way - and my leading candidate - to do so is to simply increase the armor ratings. However, there are other possibilities - such as having armor absorb damage dice, with some weapons penetrating - that is, ignoring - part of the armor points (as in Traveller 4); alternatively, armor could provide a DM to hit (as in Classic Traveller); another option is to use a penetration system as used in Striker and Mega Traveller.
So what do you think should be done about MGT armor?
Look at this that way: most pistols do 3D6-3 damage. On average, a D6 result is 3.5; 3D6 on average is 10-11 (let's say 11), and thus 3D6-3 is around 8 points of damage on average before applying Effect. Cloth armor, which is the equivalent of an RL Kevlar vest, stops only 3 points of damage - hardly stopping a pistol bullet even with Effect 0 and an average roll. A dagger does 1D6+2, which is on average 5-6 points of damage even with Effect 0 - and Jack Armor, which is supposed to be helpful against melee attacks, has only Armor 1, which is hardly effective against it.
I'm currently thinking about creating a house-rule to change that. The easiest way - and my leading candidate - to do so is to simply increase the armor ratings. However, there are other possibilities - such as having armor absorb damage dice, with some weapons penetrating - that is, ignoring - part of the armor points (as in Traveller 4); alternatively, armor could provide a DM to hit (as in Classic Traveller); another option is to use a penetration system as used in Striker and Mega Traveller.
So what do you think should be done about MGT armor?