locarno24 said:By the rules as listed, it doesn't, although I know some people who use it anyway.
locarno24 said:Equally, it did in the playtest version (where there wasn't a separate damage roll, your damage was based on the effect of your attack times a multiplier due to the weapon)
locarno24 said:The argument often made is that Traveller starship combat is usually 'firing solutions on a spreadsheet' rather than sighting up down a gunsight, which means it's difficult to strike a 'weak point' - the usual 'real life' justification for effect damage.
Nerhesi said:Careful - that would probably makes things collapse a bit quicker. Adding an effect of 2d6 + bonus - 8 could also have things that wouldn't penetrate at all penetrating certain armor
Infojunky said:Nerhesi said:Careful - that would probably makes things collapse a bit quicker. Adding an effect of 2d6 + bonus - 8 could also have things that wouldn't penetrate at all penetrating certain armor
For Effect it is 8 +/- Die mods which is going to based on the Gunnery Skill roll, and yes it will allow good hits to penetrate more armor.
And the problem there is?
This, for me, is the real clincher. So many advanced combat craft out there with huge batteries of missiles... that are utterly useless against their most likely enemies. With Effect allowed, those missiles are now at least a little useful, even if you do have to go nuclear to get any real effect.Nerhesi said:Finally, it also makes the majority of combat small-craft obsolete since they're probably around 0/1 hull with an armor of 7-12+ so that is making them immune to beams and or pulse lasers and missiles respectively. However, with +effect added to damage, you suddenly have a lot more usefulness for beams/pulses other than just point defence in higher TL battles.
Nerhesi said:Exactly what the gents above me mentioned. It makes combat more uncertain; which depending on what your players like, is either good or bad.
Nerhesi said:Some are of the mind that if you have enough/advanced protection, then certain weapons no matter how well you hit, should still do nothing (Rifle vs Tank armor scenario).
Nerhesi said:Finally, it also makes the majority of combat small-craft obsolete since they're probably around 0/1 hull with an armor of 7-12+ so that is making them immune to beams and or pulse lasers and missiles respectively. However, with +effect added to damage, you suddenly have a lot more usefulness for beams/pulses other than just point defence in higher TL battles.
Nerhesi said:Agree to disagree on the luck aspect![]()
Nerhesi said:Me and my group tend to prefer more controllable probability curves (multiple dice vs one for example) but also we really like to limit how luck/craziness plays into things. Example rifle vs tank, or mongol archer vs power armor and so on.
I would definitely like to see more use of the natural curves from multiple dice, and agree that Effect might not be the right means to get past the absolute finality of the armor situation. Maybe something like the effect roll on missile guidance? Where it's not a one-to-one ratio of effect to damage bonus, but a +1 to damage for effect 1-3, for example.Nerhesi said:Me and my group tend to prefer more controllable probability curves (multiple dice vs one for example) but also we really like to limit how luck/craziness plays into things. Example rifle vs tank, or mongol archer vs power armor and so on.