What did it do?In 1st Edition there was a skill called "Discipline" in High Guard. Was this just dropped/deleted entirely in 2E? Or was it republished in another book? (Imperial Navy perhaps?)
Just to clarify, any injury or those caused by combat?- SUBTRACT one for every time the character is injured or wounded on the Events table
So, I'm looking at this from two angles... one is just as a gamer and the other as a veteran.Just to clarify, any injury or those caused by combat?
If my character was injured by a car wreck would they still subtract 1?
Regardless, nice idea. If I want to force the players to a level of realistic reaction to being shot at, I like your system.
Here is a cut-and-paste of the corrections, for those interested.
COMBAT MORALE:
Compute Morale as follows:
- Base Morale is 5. Everyone gets this.
- Add one for a career Basic Training that includes Gun or Melee skill.
- Add one for every term in a career where combat occurs on the Events table
- SUBTRACT one for every time the character is injured or wounded in combat via either the Event or Mishaps tables
- Add one for every level of Tactics [Military] the character has
- Add half the Leadership skill of the highest skill level present in the party/team/squad.
In play, it works like this:
When called for by the referee, roll 2d for under your Morale. If successful, the character can act normally in this combat round. If failed, the character will take cover. The character can return fire from cover if possible, but will not move from out of cover until they make a Morale roll in subsequent rounds. If you roll a 12, you are stunned and can take NO action this round... if you're in the open, you stay there, if you're in cover you hunker down and stay there.
That even makes more sense on Naval starships. Loss of discipline and crew integrity can get a ship vaporized. I mention combat starships since it was first mentioned (AFAIK) in 1e High Guard. But it works for any military situation or unit.The basic idea was to have an easily understood mechanic that quickly deals with concepts like suppression fire, coolness under fire, OODA, and other such concepts that appear in other games. And in Traveller, these concepts were handled pretty haphazardly in various editions.
What I was trying to do was have a simple system to handle both the reality of fear in combat while still maintaining player agency over their characters.
I keep certain standards about when to call for rolls. Examples include:
- Party member gets wounded
- Party member get KO'd
- Every two allies getting KO'd
- Clear firepower advantage
And so on.
The logic is: Even John Wayne takes cover and nobody wants to get shot.
Well, there's a lot of differences too...That even makes more sense on Naval starships. Loss of discipline and crew integrity can get a ship vaporized. I mention combat starships since it was first mentioned (AFAIK) in 1e High Guard. But it works for any military situation or unit.
Fair point. I will comment that I think the Damage Control Center aboard ship might take many of those permissions functions so that the bridge crew and fight the ship, but that really is minor.Keep in mind that if people are at damage control stations, all compartment accesses are going to be sealed to limit any depressurizations. At a higher tech than today's, those doors are going to be remotely sealed so that permission from the bridge/command center is needed to get a hatch/iris valve open. So the places for such a person to hide, once on station, are limited.
Basically, if you don't get sucked out of a hole, you need to work with the team to patch that hole so you can get permission to evacuate the area without voiding the next compartment.
I see your point here, Sig. I think my system strikes a good balance between player agency and 'Rambo'-style non-tactical games. One of the reasons why I use this system is to give players a chance to learn that combat in Traveller isn't some d20 'warm up fight'. I'd rather the PCs learn that cover is their friend before I have to kill one of them just to prove the point. I'm not afraid of killing a PC, but it's been my experience that if you do that in the very first firefight you'll never see that player again.One of the problems in rpgs is players not liking morale rules applying to their character. I've seen the four tier (above) used, I've seen coolness under fire, I've seen stress tracks.