Melbourne Accords
Banded Mongoose
I’m grateful to Mongoose for this opportunity to contribute to the definitive science–fiction RPG. The Beta draft represents the product of careful thought. It will provide a robust framework for combat.
Please find below a few suggestions/observations.
p. 70 para 3 ‘When a Traveller takes a combat action, he makes a skill check, and he sets his Initiative to the Timing of that action’. I take it that the concept of Timing was removed from a previous draft. Suggestion: Delete the reference to Timing.
p. 70 Initiative is now based on a DEX or INT check. Although I note the reference to ‘quickness of mind’ under the description of Intellect (Chapter 1), I’d prefer initiative to remain the province of Dexterity (or Tactics for groups/units).
p. 70 Ambushes – Please make the consequences of surprise explicit. Suggestion: 'The side that is ambushed may not act in the first round of combat'.
I suggest that Delay is returned to the rules. This option facilitates important tactical choices for players. Suggestion (our current house rule): ‘Any action(s) may be delayed until later in combat. This does not change the initiative score of the character’.
pp. 70-2 Perhaps the revised rules could speak in terms of Major and Minor actions. This strikes a better balance than Significant and Minor.
p. 71 I like DEX (p. 71) as the DM for Melee Attacks and STR as the DM for damage (p. 74).
p. 71 Common Modifiers to Ranged Attacks – The relevant table is presented at the bottom of the page, not with the text. Suggestion: Rectify formatting here.
p. 72 – ‘Difficult terrain, such as ruins or mud will halve a Traveller’s Movement’. Suggestion: Might snow be a better example than ruins?
p. 73 The treatment of range is fantastic.
p. 73 Might characters not dive three metres to cover as per At Close Quarters (p. 10)?
Overall, the Beta rules should facilitate streamlined and engaging play. Well done!
Please find below a few suggestions/observations.
p. 70 para 3 ‘When a Traveller takes a combat action, he makes a skill check, and he sets his Initiative to the Timing of that action’. I take it that the concept of Timing was removed from a previous draft. Suggestion: Delete the reference to Timing.
p. 70 Initiative is now based on a DEX or INT check. Although I note the reference to ‘quickness of mind’ under the description of Intellect (Chapter 1), I’d prefer initiative to remain the province of Dexterity (or Tactics for groups/units).
p. 70 Ambushes – Please make the consequences of surprise explicit. Suggestion: 'The side that is ambushed may not act in the first round of combat'.
I suggest that Delay is returned to the rules. This option facilitates important tactical choices for players. Suggestion (our current house rule): ‘Any action(s) may be delayed until later in combat. This does not change the initiative score of the character’.
pp. 70-2 Perhaps the revised rules could speak in terms of Major and Minor actions. This strikes a better balance than Significant and Minor.
p. 71 I like DEX (p. 71) as the DM for Melee Attacks and STR as the DM for damage (p. 74).
p. 71 Common Modifiers to Ranged Attacks – The relevant table is presented at the bottom of the page, not with the text. Suggestion: Rectify formatting here.
p. 72 – ‘Difficult terrain, such as ruins or mud will halve a Traveller’s Movement’. Suggestion: Might snow be a better example than ruins?
p. 73 The treatment of range is fantastic.
p. 73 Might characters not dive three metres to cover as per At Close Quarters (p. 10)?
Overall, the Beta rules should facilitate streamlined and engaging play. Well done!