I have read through this section a few time now and find that though I like most of the changes, there are (in my opinion) some problems.
Initiative is straight forward, as it always has been. Also nice is the change to allow INT or DEX DM to be used. Ambushes need to be clarified a little, as I read it is seems that the ambusher gets a boon, and the ambushed gets a bane which may be a little harsh, as I would of thought the ambusher getting a boon would be enough. I do like that the dynamic initiative has been removed, it was a nice idea but was either never used in my games, or if used slowed things down.
The use of the tactics skill is much the same as first edition, and I think that leadership skill should also be referenced in the combat chapter as well as explained in the skill chapter, if for no other reason than to prevent flicking back and fourth through the rule book to look up how it works in combat. Hasten seems to work as it always has. I like the inclusion of the opposing forces paragraph, but it is something that I have always done and assumed that is how everyone else does it when it comes to larger fights.
Reactions section is explained well enough. Melee combat is okay as well, but has always seemed a little flat to me in traveller, but that is just me wanting similar detail and options in both range and melee combat.
The task for combat and DM seem to be all very straight forward, I like that cover both gives you a negative DM to be hit, and the cover itself provides some armour as well, though some of the cover values (which I understand are just examples) seem a little low or high and one or two stand in contradiction to other parts of the rules (vehicles mainly, but I will cover that when I write up my thoughts on that chapter). I also do like the rule of any shot over a hundred metres is considered a extreme range attack without a scope.
The trait system for weapons is nice and easy way to describe different weapons effects like armour piercing and auto fire, but this leads me to a problem with the new burst fire rules.
As they currently stand, and assuming I am understanding this correctly, when firing a weapon on burst fire, the damage is increased by +1 per die rolled for damage. So a ACR would do 3D+3 (with auto 6) and an assault rifle would also do 3D+3 even though its auto rating is 4, IE the ACR does the same damage as the assault rifle even though more bullets hit the target. The gauss rifle would do 4D+4 with auto 4. This system seems to make rate of fire irrelevant, what matters is high damage die. It seems this new way is a an attempt to reduce the lethality of burst fire as weapons with the same damage die even with wildly different auto ratings would do the same damage (IE a character lugging a mini gun with damage of 3D and an auto rating of 12 would do the same damage in a burst as his friend firing an assault rifle). I prefer the older system, and would suggest that maybe another way to do this would be to add half the auto rating to the damage instead (so an auto 4 weapon would be +2, whilst auto 6 +3) or that burst fire increases your chance to hit (add half the auto rating to the attack roll?). The auto fire system seem to work much the same as the first edition system, just with less die rolling so I am ok with that.
Armour and how damage effects your character is much the same as it always has been, very much a case of it isn't broke don’t fix it. Destructive weapons I like in principle, but there is an issue with them when it comes to scaling which I will mention when I get to the vehicle section write up.
Overall I like most of the changes or clarifications to this edition, besides my concerns expressed above (and why have I written so much on the combat section when I often have session after session with no combat?).
Noel
Initiative is straight forward, as it always has been. Also nice is the change to allow INT or DEX DM to be used. Ambushes need to be clarified a little, as I read it is seems that the ambusher gets a boon, and the ambushed gets a bane which may be a little harsh, as I would of thought the ambusher getting a boon would be enough. I do like that the dynamic initiative has been removed, it was a nice idea but was either never used in my games, or if used slowed things down.
The use of the tactics skill is much the same as first edition, and I think that leadership skill should also be referenced in the combat chapter as well as explained in the skill chapter, if for no other reason than to prevent flicking back and fourth through the rule book to look up how it works in combat. Hasten seems to work as it always has. I like the inclusion of the opposing forces paragraph, but it is something that I have always done and assumed that is how everyone else does it when it comes to larger fights.
Reactions section is explained well enough. Melee combat is okay as well, but has always seemed a little flat to me in traveller, but that is just me wanting similar detail and options in both range and melee combat.
The task for combat and DM seem to be all very straight forward, I like that cover both gives you a negative DM to be hit, and the cover itself provides some armour as well, though some of the cover values (which I understand are just examples) seem a little low or high and one or two stand in contradiction to other parts of the rules (vehicles mainly, but I will cover that when I write up my thoughts on that chapter). I also do like the rule of any shot over a hundred metres is considered a extreme range attack without a scope.
The trait system for weapons is nice and easy way to describe different weapons effects like armour piercing and auto fire, but this leads me to a problem with the new burst fire rules.
As they currently stand, and assuming I am understanding this correctly, when firing a weapon on burst fire, the damage is increased by +1 per die rolled for damage. So a ACR would do 3D+3 (with auto 6) and an assault rifle would also do 3D+3 even though its auto rating is 4, IE the ACR does the same damage as the assault rifle even though more bullets hit the target. The gauss rifle would do 4D+4 with auto 4. This system seems to make rate of fire irrelevant, what matters is high damage die. It seems this new way is a an attempt to reduce the lethality of burst fire as weapons with the same damage die even with wildly different auto ratings would do the same damage (IE a character lugging a mini gun with damage of 3D and an auto rating of 12 would do the same damage in a burst as his friend firing an assault rifle). I prefer the older system, and would suggest that maybe another way to do this would be to add half the auto rating to the damage instead (so an auto 4 weapon would be +2, whilst auto 6 +3) or that burst fire increases your chance to hit (add half the auto rating to the attack roll?). The auto fire system seem to work much the same as the first edition system, just with less die rolling so I am ok with that.
Armour and how damage effects your character is much the same as it always has been, very much a case of it isn't broke don’t fix it. Destructive weapons I like in principle, but there is an issue with them when it comes to scaling which I will mention when I get to the vehicle section write up.
Overall I like most of the changes or clarifications to this edition, besides my concerns expressed above (and why have I written so much on the combat section when I often have session after session with no combat?).
Noel