I like the design spirit of the rules and the goals you're trying to achieve. I like putting this info out there early for feedback, so thank you for that.Okay, been mulling all your comments over and engaging in some deep Game Design Meditation. This is where we are currently at in our thinking:
Let me know what you think of these tweaks!
- The 'floating' target number based on the target Dodging or Parrying is a nice idea that gets the 'cut and thrust' we were looking for into the game... but it is unwieldy when it happens every time. To this end, we are thinking that you get a straight 8+ to make a successful attack roll (as per current rules) and, also similar to the current rules, the target can choose to make a Reaction (and make as many Reactions as they like in a round - one per attack - at a cumulative DM-1 for each that will apply to every check they make in their next round).
- However, these Dodges and Parries are made as Battlefield Dev suggests, making an opposed check against the attack roll.
- This should retain the 'cut and thrust' we are looking for, but it is no longer applied to every attack thus speeding things up (and allowing 'tanks' in heavy armour to just bulldoze through things while nimble weaklings desperately try to just survive a battle).
- Attack rolls only have DEX added to them, not STR. This was a holdover from playing old school D&D (!), and it makes more sense for DEX to apply to attack rolls, and then have STR applied to damage or AP.
- The 'all or nothing' AP is something we like a lot, but we will not bring it into Traveller until and unless there is a completely new edition (which we are not even thinking about at the moment). However, at this stage, it is likely to pop up in a 'variant' form of Traveller we are working on, so comments on this still welcomed.
- Pistols should, of course, be useable in melee combat.
- Glancing blows should double Protection not halve damage. Very good point by the the gentleman who suggested that.
- For Initiative, we are now thinking that characters should use DEX or INT as a flat score to determine initiative order. Athletics (dexterity) gets added to either).
I HATE group initiative. It undermines the ebb-and-flow, cut-and-thrust you're striving towards. I am a fan of rolling every round, but if getting that comes at the cost of using group initiative, no thanks.
Most of the tweaks you've suggested above address initial concerns around dodges, parries, pistols in melee, & glancing blows, or are at least a step towards finding a better implementation. Much appreciated.
The tweaks to Disarming I'll have to try at the table to see how I feel about them.
I really have a reflexive dislike of the all-or-nothing AP rules. Maybe I'll warm to them when I work through more scenarios, but I highly doubt it.
While I appreciate you putting this out for consideration early, it still really stinks for it to come so closely on the heels of the 22/23/24 updates. I realize there's no such thing as a good time to float the idea of a new edition, but this just feels too close. Also, while I appreciate the desire to spice up the combat rules and I overall like the areas you're trying to improve, AP wouldn't have ranked anywhere near the top of a "tweaks to Traveller" list. I'm not a designer, but I'm just not seeing the appeal of it or how it will make the game better. It appears that Mongoose is set on this particular susbsystem, however, so I'll give it more consideration. I'm open to being persuaded, but I think it's a near-vertical climb for you to convince me this is a superior implementation of armor protection. In fact, it's probably a greater-than-vertical/inverted climb. Free-climbing with a backpack of granite for additional penalty modifiers.