CthulhuStig
Banded Mongoose
Thanks for releasing this and asking for community feedback, it's always great to see. A lot of this restates what others have said, but my thoughts are.
The new initiative rules are interesting, and I can imagine it be cool in some scenarios, although I'm not sure if it's something I'd want to be forced to play with all the time. My main concern is, with how deadly Traveller can be, I suspect it significantly increases the chance of suffering a TPK if you don't get first initiative.
I wonder if it would make sense to have it as something the players (or possibly their opponents) can choose to do when the situation is right? The fight is going badly so at the start of the next combat round the players choose to attack as a group, the gamble being, if they roll well and get first initiative they can swarm the enemy and get in multiple attacks and possibly take their opponent(s) out before they can get any more attacks in but if they roll badly then their opponents will get the change to do the same to them. I could see a couple of ways how to select the person who makes the role without it becoming to unbalanced, either the referee decides, but the chosen person gets to choose from any of their characteristics to use for the roll (as long as they can come up with a suitably convincing/hilarious reason why it's appropriate for the situation) _or_ the players decide who, but the referee decides what characteristic is used (they could just go with DEX/INT, or they could go with something more creative if feeling so inclined).
The melee rules could do with extra clarification around combat with multiple enemies. If a player is in combat with multiple opponents, and they attack one of them, does that count as breaking the close combat lock with the other enemies, resulting in them getting a free attack?
Not being able to use pistols in close combat seems a pretty major flaw. It means no John Wick style close combat gun play. From a math point of view, short range for most slugger pistols seems to be in the 2-2.5 meter range, the change effectively means a short range pistol shot isn't something that will ever occur in game.
Would it make sense for the rules for disarming to take the skill the person being disarmed has with their weapon into account? It probably depends on exactly how the disarming is occurring, but it feels like in the majority of cases it should be harder to disarm someone who has 3 levels of specialisation in their weapon than someone who is completely untrained with it.
The rules change where the Effect of a melee and ranged attacks is determined by the difference between the attacker's attack roll and the defender's dodge/parry roll could do with some clarification around what the Effect of the attack is if the defender can't/doesn't attempt to dodge/parry. Is the intention that in those situations the defender's dodge/parry roll is effectively 0, meaning the Effect of the attack is the result of the attacker's 2D + Melee/Ranged (appropriate speciality) + STR/DEX roll?
I'm probably missing something obvious but, with the new rules, does "Weapons with the Blast trait cannot be Dodged or Parried" not mean that the only way for someone to fail an attack with one of these weapons is to roll snake eyes and automatically fumble? As far as I can tell, other than a fumble, it looks like their opponent dodging/parrying an attack are the only ways for an attacker to miss a ranged attack. As far as I can see, this would also be the case if the person firing was untrained. The damage might be reduced a little due to a low Effect of the attack, but it's not exactly clear what the Effect of an attack is if the defender can't parry or dodge.
I can see the hard pass/fail AP rules maybe being nice for some groups that are specifically wanting more streamlined/predictable combat, however, I'm not a fan myself. The optional rule about being able to use the Effect of the attack to increase AP seems pretty mandatory to prevent armour becoming massively OP and it being effectively impossible to take on opponents with more advanced tech. However, my main concern is in practice, the fact the new rules require different AP/protection values, will just be annoying as it limits/complicates using any sources books, supplements and resources from previous editions.
If it was up to me, I'd most leave the core rules as they are and include the new stuff as an alternative. For the initiative rules a group could solely use the core rules, just use the new rules or use a mix as I described above. The new melee/ranged combat rules could be tweaked based on some of the feedback people have given and used as a alternate streamlined combat system for groups looking for that. Charging, Disarming and Multiple Attacks could probably just be tweaked a little and added straight into the core rules. The main thing I'd change is the proposed AP rules. I'd either rework the proposed change, so the rules are compatible with existing weapon/armour stats, or not change them at all.
The new initiative rules are interesting, and I can imagine it be cool in some scenarios, although I'm not sure if it's something I'd want to be forced to play with all the time. My main concern is, with how deadly Traveller can be, I suspect it significantly increases the chance of suffering a TPK if you don't get first initiative.
I wonder if it would make sense to have it as something the players (or possibly their opponents) can choose to do when the situation is right? The fight is going badly so at the start of the next combat round the players choose to attack as a group, the gamble being, if they roll well and get first initiative they can swarm the enemy and get in multiple attacks and possibly take their opponent(s) out before they can get any more attacks in but if they roll badly then their opponents will get the change to do the same to them. I could see a couple of ways how to select the person who makes the role without it becoming to unbalanced, either the referee decides, but the chosen person gets to choose from any of their characteristics to use for the roll (as long as they can come up with a suitably convincing/hilarious reason why it's appropriate for the situation) _or_ the players decide who, but the referee decides what characteristic is used (they could just go with DEX/INT, or they could go with something more creative if feeling so inclined).
The melee rules could do with extra clarification around combat with multiple enemies. If a player is in combat with multiple opponents, and they attack one of them, does that count as breaking the close combat lock with the other enemies, resulting in them getting a free attack?
Not being able to use pistols in close combat seems a pretty major flaw. It means no John Wick style close combat gun play. From a math point of view, short range for most slugger pistols seems to be in the 2-2.5 meter range, the change effectively means a short range pistol shot isn't something that will ever occur in game.
Would it make sense for the rules for disarming to take the skill the person being disarmed has with their weapon into account? It probably depends on exactly how the disarming is occurring, but it feels like in the majority of cases it should be harder to disarm someone who has 3 levels of specialisation in their weapon than someone who is completely untrained with it.
The rules change where the Effect of a melee and ranged attacks is determined by the difference between the attacker's attack roll and the defender's dodge/parry roll could do with some clarification around what the Effect of the attack is if the defender can't/doesn't attempt to dodge/parry. Is the intention that in those situations the defender's dodge/parry roll is effectively 0, meaning the Effect of the attack is the result of the attacker's 2D + Melee/Ranged (appropriate speciality) + STR/DEX roll?
I'm probably missing something obvious but, with the new rules, does "Weapons with the Blast trait cannot be Dodged or Parried" not mean that the only way for someone to fail an attack with one of these weapons is to roll snake eyes and automatically fumble? As far as I can tell, other than a fumble, it looks like their opponent dodging/parrying an attack are the only ways for an attacker to miss a ranged attack. As far as I can see, this would also be the case if the person firing was untrained. The damage might be reduced a little due to a low Effect of the attack, but it's not exactly clear what the Effect of an attack is if the defender can't parry or dodge.
I can see the hard pass/fail AP rules maybe being nice for some groups that are specifically wanting more streamlined/predictable combat, however, I'm not a fan myself. The optional rule about being able to use the Effect of the attack to increase AP seems pretty mandatory to prevent armour becoming massively OP and it being effectively impossible to take on opponents with more advanced tech. However, my main concern is in practice, the fact the new rules require different AP/protection values, will just be annoying as it limits/complicates using any sources books, supplements and resources from previous editions.
If it was up to me, I'd most leave the core rules as they are and include the new stuff as an alternative. For the initiative rules a group could solely use the core rules, just use the new rules or use a mix as I described above. The new melee/ranged combat rules could be tweaked based on some of the feedback people have given and used as a alternate streamlined combat system for groups looking for that. Charging, Disarming and Multiple Attacks could probably just be tweaked a little and added straight into the core rules. The main thing I'd change is the proposed AP rules. I'd either rework the proposed change, so the rules are compatible with existing weapon/armour stats, or not change them at all.
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