The ever-lasting, never ending issue of Combat

ChrisDonovan's picture
ChrisDonovan
December 7, 2015 - 12:25am
Oh BROTHER did I get an earful from my prospective players.  Neither one overly fond of the extremely abstract damage rules.  Three hour debate over whether or not lasers were over-powered or under-powered and why would anyone want to carry one?

One of the two is a physics and firearms afficianado and took umbrage at some of the range issues...and things went on from there.

Long story short, after much research (including finding the 1000 joules = 1 SEU number online), projectile weapons get a big boost in some areas in terms of capability.  I re-worked all the range increments to be somewhat closer to "real life" standards, which drastically cut some weapons down and gave others a nice range boost.

Hopefully this will make them happier.  Looks like it also will help with the "takes too long to kill someone" issue.  We'll see how the playtest goes.
Comments:

Tchklinxa's picture
Tchklinxa
December 7, 2015 - 5:47am
Good luck on the reworking the ranges & damage. Smile Combat debates oh yes they can happen.
 "Never fire a laser at a mirror."

ChrisDonovan's picture
ChrisDonovan
December 7, 2015 - 9:22am
Actually, I have most of the work done (I think).  Being a little OCD, I even worked up extra types of weapons (semi-auto, bolt action, revolvers, etc).  I just hope it works.

Tollon's picture
Tollon
December 7, 2015 - 10:19am
I'm still working on the weapons cards... :( It can me hard work.

ChrisDonovan's picture
ChrisDonovan
December 7, 2015 - 11:22am
I'll just post the results so you can see what I did, then we can discuss reasoning.  Watch the spacing on the chart in case it doesn't column up just right:

WEAPONS                  
PISTOLS MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Projectile                  
Pistol, Auto   200 3 1d10/5d10 20 rounds   3 or 1 burst Inertia 2/5/10/20/50
Pistol, Heavy, Revolver   75 3 2d10 6 rounds   3 Inertia 2/5/10/20/50
Pistol, Heavy, Semi   100 3 2d10 10 rounds   3 Inertia 2/5/10/20/50
Pistol, Hold-out   25 0.5 1d10 4 rounds   3 Inertia 2/5/10/20/50
Pistol, Light, Revolver   50 2 1d10 6 rounds   3 Inertia 2/5/10/20/50
Pistol, Light, Semi   75 2 1d10 10 rounds   3 Inertia 2/5/10/20/50
Pistol, Needler   200 1 2d10/1d10+Sleep 4 rounds   3 Inertia 5/15/30/-/-
Pistol, Tangler   250 2 Entanglement 10 rounds   3 RS check 2/4/6/12/24
                   
Energy MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Pistol, Blast   300 1.5 5d10 SEU 2 1 Gauss-/A-S 5/15/-/-/-
Pistol, Electrostunner   500 1 4d10/Stun SEU 2 1 Gauss/A-S 5/15/-/-/-
Pistol, Hold-out Laser “Tizzler”   1000-3000 (illegal)   1d10/5d10 20 SEU 1 or 5 2 Albedo 3/8/15/-/-
Pistol, K-Pulse   250 2 3d10 SEU 2 3 Inertia 5/10/20/40/80
Pistol, Laser   600 1 1d10/SEU SEU 1 to 10 2 Albedo 5/20/50/100/200
Pistol, Sonic Stunner   500 1 Stun SEU 2 1 Sonic/A-S 3/10/20/30/50
Pistol, Stunner   150 0.5 Stun SEU 4 1 Gauss/A-S 5/10/-/-/-
                   
Gyrojet MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Pistol, Gyrojet   200 1 2d10/1d10+Sleep 10 rounds   3 Inertia -/5/50/100/150
                   
SMG MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
SMG     3 1d10/5d10 25 rounds   3 or 1 burst Inertia 10/30/70/100/200
                   
RIFLES MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Projectile                  
Rifle, Heavy (auto)   400 3 2d10/7d10 by clip   3 or 1 burst Inertia 20/70/170/250/500
Rifle, Heavy (bolt)   300 3 2d10 10 shots   3 Inertia 20/70/170/250/500
Rifle, Heavy (semi)   400 3 2d10 10 shots   3 Inertia 20/70/170/250/500
Rifle, Light (auto)   300 4 1d10/5d10 by clip   3 or 1 burst Inertia 20/70/170/250/500
Rifle, Light (bolt)   400 3 1d10 10 shots   3 Inertia 20/70/170/250/500
Rifle, Light (semi)   400 3 1d10 10 shots   3 Inertia 20/70/170/250/500
Rifle, M41   1800 5   99 rounds       20/70/170/250/500
(semi-automatic)       1d10+5     3 Inertia  
(burst fire)       3d10+15     2 Inertia  
(full auto)       5d10+25     1 Inertia  
(pump-action grenade launcher)       8d10     1 RS check -/25/50/100/200
Rifle, Needler   400 3 3d10/1d10+Sleep 10 rounds   3 Inertia 5/10/20/40/100
Rifle, Sniper, Light   1200 5 2d10 (special) 20 rounds   3 Inertia 20/100/250/500/1km
Rifle, Sniper, Heavy   2400 10 5d10 10 rounds   2 Inertia 40/200/500/1km/2km
                   
Energy MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Rifle, K-Pulse   500 3 4d10 SEU 4 3 Inertia 10/20/40/80/160
Rifle, Laser   800 3 1d10/SEU SEU 1 to 20 2 Albedo 10/40/100/200/400
Rifle, Sonic Disruptor   700 4 6d10/4d10/2d10/1d10 SEU 4 1 Sonic/A-S 2/10/20/40/-/-
                   
Gyrojet MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Rifle, Gyrojet   300 4 3d10 10 rounds   3 Inertia -/5/75/150/300
Rifle, Grenade   700 4 as grenade 1 round   ½ RS check -/25/50/100/200
                   
Shotguns MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Shotgun, Assault   600 5 3d10/7d10 10 rounds (2)   3 Inertia 5/10/20/40/75
Shotgun, Auto-loading   400 5 3d10 10 rounds   3 or 1 burst Inertia 5/10/20/40/75
Shotgun, Breach   175 4 3d10 2 rounds   2 Inertia 5/10/20/40/75
Shotgun, Pump   200 3 3d10 5 rounds   2 Inertia 5/10/20/40/75
                   
Heavy Weapons MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Flamethrower   3000 15 4d10+1d10/turn x 3 turns 10 blasts   1 none 10/20/30/45/70
Laser, Heavy   6000 20 2d10/SEU SEU 5 to 20 1 Albedo -/100/500/1km/2km
Machine Gun, Light   1500 15 7d10 10 bursts   Inertia Inertia -/35/100/250/500
Machine Gun, M56 Smartgun   3000 15 3d10+15/5d10+25 25 or 10 bursts   2 or 1 burst Inertia 20/35/100/250/500
Machine Gun, Heavy   2000 20 10d10 10 bursts   1 burst Inertia -/70/200/500/1km
Recoilless Rifle   4000 20 12d10 1 shell   ½ Inertia -/150/1km/2km/3km
Sentry Gun (laser)   12000 35 10d10 50 shots 10 4 Albedo 30m
Sentry Gun ((machine gun)   7000 25 7d10 50 bursts   4 Inertia 30m
Sentry Gun (grenade launcher)   5000 20 by grenade 25   4 Inertia 30m
Sonic Devastator   5000 15 20d10/15d10/10d10/5d10 SEU 10 1 Sonic/A-S 5/25/50/100/-
Mortar   2000 15 as grenade   1 shell ½ RS check -/200/500/1km/2km
Rocket Launcher   5000 15 15d10   1 rocket ½ Inertia -/70/200/500/1km
                   
Special Weapons MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Blast Axe   300 2 4d10(blast) or 3d10(melee) 20 SEU 2 1 Albedo/Inertia 5/15/-/-/-
Wrist Rockets   150 1.5 2d10 3 rounds ea   3 Inertia -/5/25/50/100
                   
Energy Ammunition   COST WEIGHT   AMMO        
Powerclip   100     20 SEU        
Power Beltpack   250 4   50 SEU        
Power Backpack   500 10   100 SEU        
                   
Gyrojet Ammunition MELEE COST WT DAMAGE AMMO        
Pistol Jetclip   10     10 rounds        
Rifle Jetclip   20     10 rounds        
Rocket   15 4   1 rocket        
Grenade Bullet   3     1 round        
Grenade Shell   8     1 round        
                   
Projectile Ammunition   COST WT   AMMO        
Belt, Machinegun, Heavy   50 4   200 rounds        
Belt, Machinegun, Light   40 4   200 rounds        
Pistol Bulletclip (auto)   2     20 rounds        
Pistol Bulletclip (semi-auto)   1     10 rounds        
Pistol Needleclip   10     10 rounds        
Recoilless Rifle Shell   10 1   1 round        
Rifle Bulletcip (high capacity)   25 4   100 rounds        
Rifle Bulletclip (15 round)   4     15 rounds        
Rifle Bulletclip (20 round)   5     20 rounds        
Rifle Bulletclip (30 round)   8     30 rounds        
Rifle Bulletclip (drum)   15 2   50 rounds        
Rifle Bulletclip (M41)   50     99 rounds        
Rifle Needlecip   20     10 rounds        
Shotgun shells, loose   10     20 rounds        
Shotgun shotclip   10     10 rounds        
                   
Smart Gun Reloads   COST WT   AMMO        
Type 1 Parabattery   600 25   50 shots        
Bullet, Drum   200 5   50 bursts        
Frag, Drum   500 8   25 shots        
Incendiary, Drum   500 8   25 shots        
                   
Grenades   COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Doze   10   sleep 1   1 STA check 5/10/15/25/50
Frag   20   8d10 1   1 RS check 5/10/15/25/50
Incendiary   20   4d10+1d10/turn x 3 turns 1   1 RS cleck 5/10/15/25/50
Poison   30   S5/T10 poison 1   1 STA check 5/10/15/25/50
Smoke   10   -10 to Hit 1   1 IR 5/10/15/25/50
Tangler   25   Entanglement 1   1 RS check 5/10/15/25/50
M41   25   8d10 1   1 RS check  
                   
Archaic Weapons MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE RANGE (PB/S/M/L/E)
Axe 5 15 1 2d10     1 Inertia 5/10/15/20/25
Bow   50   1d10 1 arrow   1 Inertia 10/30/75/150/300
Knife   10   1d10     1 Inertia 5/10/15/20/25
Pistol, single shot   50 1 2d10 1 shot   ½ Inertia 5/15/40/-/-
Rifle, Musket   100 2 2d10 1 shot   ½ Inertia 5/15/40/70/100
                   
Melee Weapons MELEE COST WT DAMAGE AMMO SEU RATE DEFENSE  
Brass Knuckles   10 1 1d10       Inertia  
Electric Sword 10 150 2 4d10/Stun SEU 2/hit   Gauss/A-S  
Knife, Vibro 5 25 1 2d10 SEU 1/hit   Inertia  
Nightstick 5 20 1 2d10       Inertia  
Polearm Neg 10 20 1 2d10       Inertia  
Shock Gloves   50 1 2d10 powerpack 2/hit   Gauss/A-S  
Sonic Knife 10 50 1 3d10 SEU 1/hit   Sonic  
Sonic Sword 15 300 1 5d10 SEU 2/hit   Sonic  
Stunstick 5 75 1 3d10/Stun SEU 2/hit   Gauss/A-S  
Sword 10 30 2 3d10       Inertia  
Whip Neg 5 20 1 1d10       Inertia  
                   

Shadow Shack's picture
Shadow Shack
December 7, 2015 - 4:22pm
Short answer: it's a game.

Put into perspective, when playing Monopoly how realistic is it that you can buy the best parcel of land in town for $400? That was pretty far fetched even back when the game was created.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
December 7, 2015 - 5:39pm
True, but when you have players who are big on "getting it right", you either adapt or lose your players.  I would have been fine running SF "out of the box" if it were just me.

Shadow Shack's picture
Shadow Shack
December 8, 2015 - 1:00am
As long as they don't whine that the new laser rifles with 100 mile ranges causing 10d10 damage per SEU are going to be the same rifles the bad guys are using to shoot back at them. 

And if push comes to shove, have them roll up some lv-1 characters in D&D and tackle the meat grinder known as B2's Caves of Chaos. They'll be begging for the far-less-lethal SF game in no time. 

Cool
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
December 8, 2015 - 1:04am
Heh...true.

Actually, I didn't wind up increasing laser damage.  I DID slightly increase projectile damage and re-figure the ranges, as you can see above.  Mind you, they don't represent the maxiumum distance a propellant charge can throw a round, but rather accurate or relatively accurate shooting ability.  Which is what range mods are for anyways, so that worked out nicely... :)

Shadow Shack's picture
Shadow Shack
December 8, 2015 - 1:12am
I made my game more lethal, although it ended up being too lethal at first so I scaled it back a bit. I also added a hit location table with modified damages depending on where the shot(s) land which, if utlizied along with the careful aim modifier, allows for reasonable lethal odds with most ranged weapons.

As such my players tended to load up on back-up defensive measures for when their suits/screens were depleted.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Tollon's picture
Tollon
December 8, 2015 - 1:43am
I ran a game where players only had 60 hit points max.  Changed all the weapons from d10 to d6.  They also engaged mulitple targets.  Example: 3 on 1  player has 3 shot.  Enemy has 9 shots. Needless to say they learned how to use cover and concealment rather rapidly. And Like shadow Shack, I allowed players aimly bonuses and called shots.

Sargonarhes's picture
Sargonarhes
December 13, 2015 - 6:32am
I actually kind of streamlined the dice rolls. Instead of rolling multipule dice I tell them to roll 1 and multiply that by the number they were supposed to roll. It works better with games like Rifts where 6d6 is really a random roll.
But for the big guns, rather than rolling 10 dice for machine gun fire. Just roll 1 and multiply the result by 10. Damage accumulates quickly then.
In every age, in every place, the deeds of men remain the same.

KRingway's picture
KRingway
December 14, 2015 - 1:08pm
It sounds as if they were arguing about the rules set without having actually played the game first...?

In all our years of playing SF, none of us have had many issues with combat. Zeb's Guide threw in a few question marks (i.e. damage of the Ke-5000 per SEU) but at the end of the day we took the system for what it was - and had fun. And still do Cool Yes, we occasionally scratch our heads over some things WRT combat but it doesn't get in the way of our enjoyment.

The thing is, if you want a game to be couched in realism you probably shouldn't be playing Star Frontiers. That or you can either thank your lucky stars that you're not playing Aftermath or Living Steel (in which combat is a trial), or instead try the GDW version of 2300AD (in which combat is pretty lethal).

Shadow Shack's picture
Shadow Shack
December 14, 2015 - 4:03pm
Top Secret combat resolution is pretty realistic. Aside from the fact that it takes almost as much time to resolve as 3-5e DnD combat.

You can have quick & easy or realistic & drawn out, but you can only pick one set. Wink
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
December 14, 2015 - 4:44pm
One of my prospective players had played the existing rules before.  The other is the physics whiz and has actually done his own rules where things like caliber of round actually do affect damage.  Neither was happy with the game as is, and since I need players to have a game I had to at least try.  Both seem pleased with the above or at least consider it playable, so I count that as a "win" for me. :) 

KRingway's picture
KRingway
December 14, 2015 - 5:29pm
Shadow Shack wrote:
You can have quick & easy or realistic & drawn out, but you can only pick one set. Wink


Well, maybe not. 1E Twilight:2000's combat system is fast and works well. If anything, it makes players very wary of resorting to combat as it's pretty lethal and gets lethal fast. The only slow point is the vehicle hit location/damage side of things, until you get used to it. But that's lethal too.

Putraack's picture
Putraack
December 17, 2015 - 3:45pm
KRingway wrote:
Shadow Shack wrote:
You can have quick & easy or realistic & drawn out, but you can only pick one set. Wink


Well, maybe not. 1E Twilight:2000's combat system is fast and works well. If anything, it makes players very wary of resorting to combat as it's pretty lethal and gets lethal fast. The only slow point is the vehicle hit location/damage side of things, until you get used to it. But that's lethal too.


Amen. v2's pretty hard on the body as well. Wear armor!

I didn't find vehicle combat to be that slow, though.

Shadow Shack's picture
Shadow Shack
December 17, 2015 - 10:38pm
I'm not familiar with Twilight 2000 although I was intrigued by the ads back in the day.

D&D is lethal and fast as well, at least at first level anyways. Lethal doesn't translate to a fast or slow system, lethal is what you make of it. Realistic, where one item is more lethal than another for X number of reasons, is what complicates things and makes them drawn out. Under Top Secret rules, a .45 Thompson, M-16, and Uzi are all different weapons with different ranges and different damages that can be dealt out along with other varying combat modifiers between them...and that's what slows the game down. In SF they're all treated as automatic rifles to move the game along more efficiently. Ditto for D&D, they're all treated as "crossbows" and the game still moves along at a faster pace. ;)

Lethality can be increased or decreased without slowing the game down, re: you can say a single round does 4d10 damage and a burst does 10d10 divided by up to five targets and it does nothing to slow the system down compared to the canon SF 2d10/5d10 rule. But saying Rifle A does X damage with M range and accuracy adjustment of D with Initiative adjustment of U, Rifle B does Y damage with N range and accuracy adjustment of E with Initiative adjustment of V, and Rifle C does Z damage with O range and accuracy adjustment of F with Initiative adjustment of W is what slows it down, more so with increased combatants...ten guys with ten different guns can take forever to resolve with that system. But hey, at least it's more realistic (aside from the hour+ time it will take to resolve a five second event)

That was what I was referring to with my comment of "you can only pick one". And again, I have no idea how that translates to the Twilight 2000 system, but I can't imagine a stat-heavy-per-item modifier system could ever be efficient. My guess is T2K is not such a system.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Putraack's picture
Putraack
December 18, 2015 - 9:26am
Actually, under Top Secret, all guns did the same amount of damage-- you rolled d100 for hit location and d10 for severity, and damage was fixed on a small table for the d10. It was determining the mods for who shot first and whether or not you hit that dragged things down. I ran a pair of TS games last winter, and yeah, it seemed a lot clunkier to my eyes, 30+ years later. On the other hand, there wasn't much after all the hit results were compiled, someon'e usually down and out.

T2k v1 was a lot simpler: to hit was entirely character skill, computed at chargen for to-hit % numbers, then halved or doubled for whatever, and that was it. Damage was a common formula, based on range and bullet size, both in the gun's stats. Even those were pretty common across a lot of calibers: most assault rifles were very similar, most pistols similar, and so on.

Shadow Shack's picture
Shadow Shack
December 18, 2015 - 1:16pm
Putraack wrote:
Actually, under Top Secret, all bullets did the same amount of damage

Fixed that for ya. While the bullets all inflicted the same damage, the number you could fire varied from gun to gun so not all guns inflicted the same damage.

Some inflicted far more than others despite what reality would suggest. That a .45 Thompson was the "most lethal" in this case (5 shots per round) compared to an M16 or AKM at 2-3 per round is pretty far off. Yes the cyclic rate may be faster on the Tommy gun, but a pistol round can never replace the lethality of a rifle round. Re: how a .22 pistol and a high powered bolt action rifle --- both one shot per round --- inflict the same damage. Despite a clunky and lengthy resolution system, it still failed at realism in that regard.

Still, TS combat was quite lethal and smart players learned to avoid it as such. But I can't pin the lethal factor on the extensive clunkiness at attempted realism, it's lethal because of the balance of damage dealt versus damage that can be absorbed...something that is just easily remedied in SF by increasing the damage that weapons can cause versus what is written (re: the average STA:45 character with no armor has a fair chance at surviving a point blank burst from a tripod mounted machine gun). In that regard, the TS system certainly had a lot of room for abreviation while still being able to maintain the same lethal results. But they wanted to aim for realism and as such it complicated everything, so much so that in the end it still managed to lose that realism they so desperately wanted.

SF weights heavily on the damage absorbed factor and too light on damage dealt, and to me that is the only factor that makes the SF system unrealistic. T2K sounds to me like the more lethal SF system I propose that simply extends weapon damage while changing nothing else. That a SF laser weapon should "realistically be accurate to at least the planetary horizon" or whatever extreme range is mandated is completely lost to me, as there just isn't a situation where that will ever be necessary in a game that relies on table maps and counters. ;)
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
December 18, 2015 - 1:19pm
duplicate post removed
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

ChrisDonovan's picture
ChrisDonovan
December 18, 2015 - 2:40pm
Well, you have to consider that it isn't just the max range, but the relative range catagories you have to consider.  Not only do lasers have a far longer max range, but each catagory is increased as well.  Lasers act almost as if they were "sighted" simply by that factor.

Shadow Shack's picture
Shadow Shack
December 18, 2015 - 3:08pm
Realistically a laser shouldn't even have range categories...their discharge is not affected by weather conditions let aone gravity. The beam is concentrated light and until it reaches a point where that light begins to difuse, it is effective. Even so I would argue that a laser simply causes less damage at such range, rather than saying it is less accurate.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

iggy's picture
iggy
December 18, 2015 - 6:36pm
What about range representing the difficulty of holding the weapon aim on target?  This gets very hard even though a laser doesn't have kick like projectile weapons.  When we setup lasers on an optics bench we trigger them remotely to avoid bumping them and that is at what would be short and medium ranges.  Hand holding long and extreme  ranges would compound that.
-iggy

Shadow Shack's picture
Shadow Shack
December 19, 2015 - 2:32am
Are those bench mounted lasers being aimed at a precise target the size of a dime or the vague center of mass of a six foot target? I would submit that sight limitations would have more affect on hitting the latter target than actual range modifiers. In other words, the right scope would pretty much nullify said modifiers. Think Barrett .50 grade scope that doesn't need to be resistant to excessive kick with no need for compensation of distance or crosswinds...if it works for the Barret at ranges measured in miles it will work even better on a laser. As a result any modifiers for range would be minimal. Shooting the same extreme distances with iron sites, modifiers ramp up accordingly.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website