Natural Weapons

Thlaylie

Mongoose
The Core book says Natural Weapons "deal X1 damage"? I have just begun to read this book, is it explained better in the combat section or is this a typo? X1 what? str??
 
That's a hold over from a previous combat system that was scrapped in the playtest. It is an error.

I would use 1d6 as the damage (maybe add some plus or minus DMs if you like for particularly nasty stuff).
 
Pg 98 defines unarmed damage as 1d6, but creature natural weaposn are also defned on the animal ecounter table on page 72 which would give you damage based on the strength of the character who has natural weapons (e.g. STR 1-10 = 1d6dmg, STR 10-20 = 2d6dmg) + the damage of the weapon itself from Pg 71.

Vargr STR 10 would get STR dmg for their bite or 1d6 . Aslan STR 10 would get STR dmg + 1d6 or 2d6 for their claws if i translated that table right?
 
All of which reminds me of a houserule I was considering:

Unarmed / Natural combat can use either STR or DEX. To add a little differentiation, DEX adds the attribute modifier to the Hit chance but STR adds to the Damage. So your choice in any given round is either accuracy or power.
 
phild said:
All of which reminds me of a houserule I was considering:

Unarmed / Natural combat can use either STR or DEX. To add a little differentiation, DEX adds the attribute modifier to the Hit chance but STR adds to the Damage. So your choice in any given round is either accuracy or power.
Oh, I like this. *scribblescribble*
 
I don't like it. Unarmed combat at 1d6 a throw is already low in damage (realisticly so yes, not argueing about that). It gives extra options as opposed to say Blade but most of those are unclear and can be interpreted as useless.

If you seperate str and dex you then need 2 good stats to make unarmed work adequately instead of 1. That nerfs the ability for a char who may have say 12 dex and 7str or 12 str and 7 dex. The unarmed combat system is very simplified, but I assume that the reason you can choose str or dex is because your character *chooses* a martial art adapted to her physical nature. So a stronger character may go for a more direct martial art whilst a faster character would go for one that emphasized precise strikes and vital point strikes where strength wasnt so important.

A few of the rules here need clearing up too.

For example, you can use an unarmed attack to knock an opponent prone. That requires a significant action. They can then stand again as a minor action and still have a significant action left. Thats trading your significant action for a minor action. I dont see how thats a good trade. Standing from prone should take at least a significant action and give attackes some kind of bonus.

You can throw someone 3 metres for 1d6 damage or cause them 2+effect damage. Im assuming that the first is falling damage and the second is you twistign one of their limbs to painful and damaging extremes. In which case armour should not apply as defense to either attack. Im assuming this was intended, but its not stated. If they dont ignore armour there is no point to them as you may as well punch them. Of course ignoring cloth armour is one thing but ignoring powered battle armour or throwing someone wearing it seems a little unlikely.

I assume if you throw someone they end up prone? It doesnt say so.

What if you throw someone into someone else? Do they take damage? Or have a chance to be knocked prone?

The original traveller didnt come with a complete combat system. It was all little booklets, and people just improvised really. Things have moved on though :) I think a supplement with an advanced combat system and more complete rules would be an idea. Then again I don't have mercenary yet so maybe its in there?

It did have great starship making rules and I enjoyed playing the trillion credit squadron campaign, so not suggesting it was only half done :) I loved it at the time. But I'm spoilt now with more comprehensive combat systems about :)

Aurore
 
dreamingbadger said:
Pg 98 defines unarmed damage as 1d6, but creature natural weaposn are also defned on the animal ecounter table on page 72 which would give you damage based on the strength of the character who has natural weapons (e.g. STR 1-10 = 1d6dmg, STR 10-20 = 2d6dmg) + the damage of the weapon itself from Pg 71.
I second that. The same goes to unarmed humans - someone with STR 11+ should do 2d6 unarmed damage rather than just 1d6.
 
The problem there is you then need to calculate damage bonuses on mellee weapons or a strong human punching you will do as much damage as if he had a sword. Bear in mind he already can do that with the effect roll adding to the base damage, but he will do more if he knows sword skill to the same level. The stat already contributes to the effect roll so it is adding to damage. Adding a direct damage bonus on top of that would be unbalanced.

I prefer unarmed combat to give you options other styles dont rather than just extra damage. Extra damage will screw the whole combat system.
 
To make them separate, I just rule that a regular Unarmed attack (unaugmented in any way) cannot kill an opponent. It isn't perfect, but it solves the "claw versus fist" arguments.

-Bry
 
Aurore said:
<snip>The unarmed combat system is very simplified, but I assume that the reason you can choose str or dex is because your character *chooses* a martial art adapted to her physical nature. So a stronger character may go for a more direct martial art whilst a faster character would go for one that emphasized precise strikes and vital point strikes where strength wasnt so important.
I had assumed as much myself.

Aurore said:
A few of the rules here need clearing up too.

For example, you can use an unarmed attack to knock an opponent prone. That requires a significant action. They can then stand again as a minor action and still have a significant action left. Thats trading your significant action for a minor action. I dont see how thats a good trade. Standing from prone should take at least a significant action and give attackes some kind of bonus.
Good point. So how about assuming standing from prone while in combat is a significant action unless the character succeeds in an Athletics (Coordination) roll? Such a success makes the action minor.

Aurore said:
You can throw someone 3 metres for 1d6 damage or cause them 2+effect damage. Im assuming that the first is falling damage and the second is you twistign one of their limbs to painful and damaging extremes. In which case armour should not apply as defense to either attack. Im assuming this was intended, but its not stated. If they dont ignore armour there is no point to them as you may as well punch them. Of course ignoring cloth armour is one thing but ignoring powered battle armour or throwing someone wearing it seems a little unlikely.
Works for me.

Aurore said:
I assume if you throw someone they end up prone? It doesnt say so.

I'd say they do if they don't succeed in a Very Difficult roll vs. their Dexterity or their Athletics (coordination) skill.

Aurore said:
What if you throw someone into someone else? Do they take damage? Or have a chance to be knocked prone?

I'd say they're struck by the "biomissile" if they're unaware of its approach. Otherwise, they can try to dodge. If struck, they may attempt a Very Difficult roll vs. Dex to avoid being knocked prone. If knocked prone, a Very Difficult roll vs. Dex is needed to avoid 1d6 damage. If the biomissile happens to be wearing any kind of hard/non-flexible armor, the difficulty of each roll vs. Dex is increased to Formidable and the damage taken increases to 2d6.

Aurore said:
The original traveller didnt come with a complete combat system. It was all little booklets, and people just improvised really. Things have moved on though :) I think a supplement with an advanced combat system and more complete rules would be an idea. Then again I don't have mercenary yet so maybe its in there?
No, it's not.

Aurore said:
But I'm spoilt now with more comprehensive combat systems about :)
You and me both. I've been GMing Runequest since the 2nd edition by Chaosium and I admit I find its combat system more enjoyable. Mongoose's published RQ rules have helped streamline said combat system a bit more while maintaining the flavor I like.

I've customized my own combat rules for Traveller using the RQ/Elric/Call of Cthulhu engine and they work fine for my purposes..though I still look over the Core Book and Mercenary system to ensure my house rules stay in sync with Traveller's intent.
 
Mongoose Steele said:
To make them separate, I just rule that a regular Unarmed attack (unaugmented in any way) cannot kill an opponent. It isn't perfect, but it solves the "claw versus fist" arguments.

-Bry
I've ruled that Unarmed attacks can kill but only on an Exceptional success and then only the Effect number is applied as "killing" damage. Otherwise, it's all "stunning" damage.
 
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