[TML] First Session CT Questions

Ewan Quibell ewan at quibell.org.uk
Thu Nov 1 15:31:22 MDT 2007


Doyle Tavener wrote:
> Hello all. This is my first post. Please excuse any inordinate breaking of
> rules.
> 
> I originally sent this to the CT mailing list this morning, but I didn't get
> a lot of love. So I am hoping for more feedback from the higher volume TML.
> Normally I would wait a while for an answer, but it looks like I'll be
> Refing this weekend. - Thanks

I just responded to your post on the CT list, and I'll reply here as well.

> I am about to run my first CT game in over twenty years, and I had some
> combat-related questions. I understand there is no `right' way
> to address these points; what I am looking for is your experience in
> dealing with these issues.
> 
> - Book 1 combat is simultaneous, I presume.

 From page 31 of LLB 1:

"Because all attacks (shots, blows, and swings) are made simultaneously,
all members of the attacking party may each make one attack as a
surprise if the party has surprise."

> -Is using Tactics (the skill) to determine initiative a popular variant?

I don't know. I use the MegaTraveller take on Tactics which is (page 66
of the MT Player's Manual):

"The Effects of Tactics Skill:
	Before a combat session begins, total the Tactics skill levels from
among the participants on each side. This total the is tactical points
Life Force pool. Tactical points form a special Roving DM on any combat
task roll. An individual must specify the number of tactical points he
intends to use as a DM before he proceeds with making the roll. Once a
tactical point is expended, it is used up for the combat round. Any
number of available tactical points may be used on a given roll. The
tactical point pool is received anew each combat round. Any unused
tactical points at the end of the combat round are lost and may not be
carried over to the next round.
	Tactical points are valuable because they can favourably influence the
outcome of vital tasks.
	Tactical points may never create a task DM that exceeds the total task
DM limit of plus or minus 8."

> - If I did use Tactics, I assume the way to implement it would be to total
> the tactics skill of all sides in a battle, and award first actions to
> the side with the higher total. Or is that too weighted in favor of the
> higher skill, making Tactics too important?

I didn't think there was initiative in Book 1 combat, everything happens
simultaneously. It has been a while since I played Book 1 combat, so
someone please correct me if I'm wrong.

> - Does anyone use Dexterity to determine who acts first?

See above

> - Is a better approach to use the system as it is, treating
> `surprise' as the initiative system, when it applies?

Up to you. Surprise gives you free attacks until you lose it, initiative
   is a different concept. Having initiative suggests that combat is not
simultaneously.

> - Do you always use the Mercenary expansion (with the extra rules, weapons
> and armor) when you run Book 1 combat?

As I said it has been a while, but generally, yes if there were
Characters rolled up using Book 4,5,6,7, otherwise no.

> - I assume that Snapshot combat takes longer amounts of time than Book 1
> combat. By what factor? (Half again as long, twice as long, etc.)

At least three times longer, possibility more. Book 1 combat is
abstracted and simultaneous, Snapshot is sequential depending on you
action point total and interrupts change the flow of the combat turn
depending on the situation.
	IMHO if players are combat orientated they will appreciate Snapshot 
over Book 1.

> - When you run Book 1 or Snapshot combat, do you use the modifiers listed
> for armor, range, stats, and posture? Or do most people just apply skill
> and skip the rest of the modifiers? What effect does this have on combat
> (i.e. how different is it because of this)?

I use the modifiers all the time, I would expect that not using them
would make combat even more deadly than it is.

> - I assume that any sort of combat with military-grade weapons (ACR and
> better) is significantly more deadly than Book 1 available weapons, by
> as much as an order of magnitude. Am I correct, generally?

Book 1 is pretty deadly anyway, and the Book 4 weapons only really make
a difference when you get up to the support weaponry. 3D or 4D damage is
the norm, and you will have no trouble finding weapons in Book 1 with
those type of damage characteristics. Defiantly not orders of magnitude.

> - Do law level restrictions generally make use of military grade weapons
> available only in formal mercenary actions and `anything goes'
> planets? Do you generally just say to your players, "Forget using
> those weapons unless you have a mercenary ticket, or are going into a
> situation where you don't care about any restrictions."

hat's up to the you. I live in the UK, where possession of a firearm is
the exception, not the norm, and gaining a license for anything other
than a shotgun is difficult, and if you are in possession of a handgun
they lock you up and throw away the key. So IMTU firearms carry
restrictions and licenses.
	If you live in the US where possession of a firearm is a right, and to
obtain one all you have to do is walk into the gun shop and producing a
driving license (state dependant I know but I'm sure you get my point),
and access to assault rifles and light support weaponry is not out of
the realms of possibility you may have a different take on the situation.

> - Are there interstellar (Imperial) restrictions on possessing these
> weapons (especially high energy weapons and battle dress) on board a
> ship?

If your ship is armed (to carry mail) with laser and missile turrets
that can engage other starships at light second ranges against hulls
that are capable of dealing with micro-meteors at orbital speeds do you
think the Imperium is going to worry about high energy weapons and
battle dress in space? Not IMTU.

> - Does a law level sufficient to own military grade weapons imply the
> freedom to buy these weapons, assuming a proper tech level? Or do you
> generally have to go to a low law-level world and then deal with an arms
> merchant who imports weapons from off world, with a significant mark-up?

IMTU if the law level says you can have them then someone will be able
to sell them to you.

> - Do you allow PCs to purchase military grade weapons and armor during
> character generation? Or is this why the `gun' and
> `blade' mustering out benefits are so important?

If they can afford it then I let them have it. It's possible to gain a
starship in character generation that is worth multiple millions of
credits, so why restrict the purchase of combat armour for Cr20,000?

> I think that's enough for now.

No worries, I hope my answers help some.

 > Doyle

Best Regards

Ewan
-- 
  ewan at quibell.org.uk

  They shall grow not old, as we that are left grow old;
  Age shall not weary them, nor the years condemn.
  At the going down of the sun and in the morning
  We will remember them.
			Laurence Binyon

  My spelling is entirerly due to dyslexia, typos, and poetic license



More information about the TML mailing list