Not according to page 56 of Core Rulebook (not 2022 edition). Says:
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Thats a description of skill levels and what they represent, not typical character skill. You can quite easily generate, in fact its more likely, a 4 Term Army Sergeant that will only have Gun Cbt 1 and may even have negative a negative Dex DM from aging.
A character with DM+3 GunCbt is not "average" in fact that would be according to the chart a "skilled professional in the field" . Even most experienced soldiers do not have that level of skill.
However the question should be is it too easy for someone unskilled or basically skilled to hit someone constantly.?
So Gun Cbt 1. Firing Assault Rifle with iron sights at target 800metres away standing clearly fully in the open, is at DM-3 so needs an 11 to hit, if he aims he gains further DM this Round of DM+1 so he requires a 10. (presuming hes made a Recon check to spot). When fired upon the target may dive for cover DM-2, maybe only DM-1 if the Ref rules no cover, but at 800m 3-4 inches of fold in the earth is going to give cover, so he now needs a 12 or an 11.
If you allow multiple Aiming DMs before firing, or the firer is more skilled, or youre using optics, obviously the chance to hit improves. If the target is dodging, in cover -prone the chance decreases.
Also it doesnt have to be 800m, basically a person trained with their weapon, with iron sights usually needs a 12 on 2D6 to spot and hit a man sized target over 100metres, in one round. In cannot be more difficult on 2D6.
Any DM modifier is pretty drastic in 2D6. But that is the limit of the dice base. The combat in Traveller is very abstract it does not even approach a simulation. Range is one of its abstractions. You can reload an Antique multi barreled firearm faster than an under-barreled Grenade Launcher or in the same amount of time as a magazine fed pistol.! Even the TL at which some weapons have their base are way off. You cannot fire more than one round from a semi automatic weapon in 6 seconds. There is no modifier for full auto fire which should be a negative or a positive depending on circumstance, the list goes on.
Yes its too easy to hit in Traveller, compared to real life, but if you allow targets to react, move, use cover and do not allow players to abuse Aim, there are more negative DMs than positive. Of course Scopes, Laser Sights etc give positives.( But Traveller is a game about TL. ) But I run quite a bit of combat in my games its fast its fun, even at close range characters that are not highly skilled or Teched out, miss quite a bit. (Even when they hit Armour often stops damage)
Its also a system that has to cover everything from a unarmed naked man to someone in Battledress with a Fusion Gun, maybe in the same combat, that abstraction really comes in handy.
- Skill 0 is competent in using that skill, but probably has had little experience in actually using it.
Skill 1, 2 is trained in that skill. Each level represents several years of experience using that skill.
Skill 2, 3 is a skilled professional in that field.
Skill 4, 5 is probably both well-respected and well-known in his field.
[/quote]
Thats a description of skill levels and what they represent, not typical character skill. You can quite easily generate, in fact its more likely, a 4 Term Army Sergeant that will only have Gun Cbt 1 and may even have negative a negative Dex DM from aging.
A character with DM+3 GunCbt is not "average" in fact that would be according to the chart a "skilled professional in the field" . Even most experienced soldiers do not have that level of skill.
However the question should be is it too easy for someone unskilled or basically skilled to hit someone constantly.?
So Gun Cbt 1. Firing Assault Rifle with iron sights at target 800metres away standing clearly fully in the open, is at DM-3 so needs an 11 to hit, if he aims he gains further DM this Round of DM+1 so he requires a 10. (presuming hes made a Recon check to spot). When fired upon the target may dive for cover DM-2, maybe only DM-1 if the Ref rules no cover, but at 800m 3-4 inches of fold in the earth is going to give cover, so he now needs a 12 or an 11.
If you allow multiple Aiming DMs before firing, or the firer is more skilled, or youre using optics, obviously the chance to hit improves. If the target is dodging, in cover -prone the chance decreases.
Also it doesnt have to be 800m, basically a person trained with their weapon, with iron sights usually needs a 12 on 2D6 to spot and hit a man sized target over 100metres, in one round. In cannot be more difficult on 2D6.
Any DM modifier is pretty drastic in 2D6. But that is the limit of the dice base. The combat in Traveller is very abstract it does not even approach a simulation. Range is one of its abstractions. You can reload an Antique multi barreled firearm faster than an under-barreled Grenade Launcher or in the same amount of time as a magazine fed pistol.! Even the TL at which some weapons have their base are way off. You cannot fire more than one round from a semi automatic weapon in 6 seconds. There is no modifier for full auto fire which should be a negative or a positive depending on circumstance, the list goes on.
Yes its too easy to hit in Traveller, compared to real life, but if you allow targets to react, move, use cover and do not allow players to abuse Aim, there are more negative DMs than positive. Of course Scopes, Laser Sights etc give positives.( But Traveller is a game about TL. ) But I run quite a bit of combat in my games its fast its fun, even at close range characters that are not highly skilled or Teched out, miss quite a bit. (Even when they hit Armour often stops damage)
Its also a system that has to cover everything from a unarmed naked man to someone in Battledress with a Fusion Gun, maybe in the same combat, that abstraction really comes in handy.