So I know a lot of pixels have been killed over this topic, but there don't seem to be any recent or even definitive (like that means anything in Traveller) rulings on this topic, so I'll bring up the old chestnut, but with a twist:
In your actual games, do you use the personal armor values as printed, double them, use a custom table of armor values, or something else?
Because it's fun to debate these things, I'll also start a discussion. Though I'm interested in the actual answer. (How does one make a poll?)
For those of you who might have missed this topic the few times it's been discussed before, the argument revolves around the perception that MgT armor is not protective enough against the weapons its meant to protect against. Look up weapon and armor at the same TL, and you find across the board that armor generally only blocks 1/2 the average damage of similar TL weapons.
Two of the most compelling (to me) solutions I saw while reviewing the list are:
* Double the armor values. Simple and easy.
* Armor blocks damage AND converts energy into Stun.
The second one needs some explanation. First, reduce incoming damage by the armor value as normal. Then for kinetic weapons, use the armor value again to reduce the damage BUT apply the armor as a separate Stun attack immediately afterwards.
Energy weapons don't have any of their damage converted, but you can layer Reflec to help with them, so it evens out some. (BTW - combat armor and BD already have reflec built into them IMHO.) Likewise, armor piercing reduces "Stun" as well.
An example makes this clearer (though it's still a bit convoluted)
A guy with Armor-3 is hit for 12 points of damage. His armor reduces that to 9.
Split the 9 again, with 3 (the armor value) becoming a "Stun" attack, and 6 becoming damage.
Apply the damage, then roll End under 3 to avoid going unconscious. Not a hard roll, except that you just ate 6 points of End damage.
Though possibly more realistic (A really hard piece of armor will protect you from real wounding, but you will likely get knocked out by the hit), I fear it would be too hard to adjudicate in play.
Any other ideas?
In your actual games, do you use the personal armor values as printed, double them, use a custom table of armor values, or something else?
Because it's fun to debate these things, I'll also start a discussion. Though I'm interested in the actual answer. (How does one make a poll?)
For those of you who might have missed this topic the few times it's been discussed before, the argument revolves around the perception that MgT armor is not protective enough against the weapons its meant to protect against. Look up weapon and armor at the same TL, and you find across the board that armor generally only blocks 1/2 the average damage of similar TL weapons.
Two of the most compelling (to me) solutions I saw while reviewing the list are:
* Double the armor values. Simple and easy.
* Armor blocks damage AND converts energy into Stun.
The second one needs some explanation. First, reduce incoming damage by the armor value as normal. Then for kinetic weapons, use the armor value again to reduce the damage BUT apply the armor as a separate Stun attack immediately afterwards.
Energy weapons don't have any of their damage converted, but you can layer Reflec to help with them, so it evens out some. (BTW - combat armor and BD already have reflec built into them IMHO.) Likewise, armor piercing reduces "Stun" as well.
An example makes this clearer (though it's still a bit convoluted)
A guy with Armor-3 is hit for 12 points of damage. His armor reduces that to 9.
Split the 9 again, with 3 (the armor value) becoming a "Stun" attack, and 6 becoming damage.
Apply the damage, then roll End under 3 to avoid going unconscious. Not a hard roll, except that you just ate 6 points of End damage.
Though possibly more realistic (A really hard piece of armor will protect you from real wounding, but you will likely get knocked out by the hit), I fear it would be too hard to adjudicate in play.
Any other ideas?