T:2K damage, low lethality

By VANYA ·

TML message #6181From bundle 509

First off, thanks to Mr.Wiseman for his replies.  Its always good to have
an X-boat route to GDW.

As to combat, I stated:
  > Combat is very safe (avg damage from 9mm round-3.5pts, avg
  >  hits avg character can take in chest
  >  (STR+CON)*3=(6+6)*3=36pts -->
  > 10 rounds of 9mm): the average party will run out of ammo
  > before they are killed. (I calmly let him shoot me in
  > the gut while I return fire.)

Which Mr Wiseman replied:
>   You're neglecting the "Quick Kill rule'" which is no longer
>  optional in TNE. Each round hitting the head or chest has a
>  chance of killing that target character (a D20 per shot for the
>  damage value of the shot or less, in the case of a 9mmm this
>  would be a 1).

Actually, it is optional.  The combat section clearly states that this rule
really shouldnt be used against PCs.  Sorry, whats good for the NPC is good for
the PC.

Mr. Wiseman states:
>  I don't have the statistics to be able to
>  determine what the odds are of killing a character in 10 D20
>  rolls are, but I would think they are more significant than you
>  give them credit for.

Okay: the chance of taking 10 9mm rounds in the chest and not being killed,
using average damge(3.5/shot) and quick kill rule:

	n=number of shots=10
	p=chance of success(not being killed)=19/20=.95
	Chance of surviving  n shots = p^n

	1st Shot	.95^1 = .95    Survival
	2nd             .95^2 = .9025
	3rd             .95^3 = .8573
	4th             .95^4 = .8145
	5th             .95^5 = .7738
	6th             .95^6 = .7351
	7th             .95^7 = .6983
	8th             .95^8 = .6634
	9th             .95^9 = .6302
	10th            .95^10 = .5987

Thats almost 60% chance of NOT being killed after taking 10 chest shots!
40% kill ratio after 10 rounds = not deadly.

Fix: roll d20<damage points rolled. (ie- 9mm hit, rolls 3 for damage,
Quick Kill on 3- on d20).
This would give (with an average of 3.5 pts dmg from a 9mm-
	p=16.5/20 = .825) survival chances of:

	1st shot  .825
	2nd       .6806
	3rd       .5615
	4th       .4633
	5th       .3822
	6th       .3153
	7th       .2601
	8th       .2146
	9th       .1770
	10th      .1461

This is better.  After 10 shots, youve got a 15% chance of surviving.

>   An option we recommend for people who think the combat system
>  is not deadly enough is to roll D10s or D20s instead of D6s for
>  damage dice.

Now, using my Quick kill rule:
	For d10 damage: 			For d20 damage:
	Avg 9mm damage = 5.5pts                 Avg 9mm damage = 10.5
	quick kill on 5.5- on d20               quick kill of 10.5- on d20
	p=14.5/20 = .725  			p=9.5/20 = .475
	Shot	Survival Chances                Shot	Survival Chances

	1st 	.725                            1st     .475
	2nd 	.5256                           2nd     .2256
	3rd     .3811                           3rd     .1072
	4th     .2763                           4th     .0509
	5th     .2003                           5th     .0242
	6th     .1452                           6th     .0115
	7th     .1053                           7th     .0055
	8th     .0763                           8th     .0026
	9th     .0553                           9th     .0012
	10th	.0401                           10th    .0005
4% chance of surviving 10 9mm rounds to chest with d10s.
 .05% chance of surviving 10 9mm rounds to the chest with d20s.  I believe the
d20s are too deadly, even from a purly gaming viewpoint.

The d10s and my Quick kill rule is what I use in T:2K, along with removing
the END from hit point calculations.  For Head and chest: when dagage taken =>
capacity- shock, dies in END minutes unless serious medical help.  For other
locations:damage >= capactiy - broken bones, torn muscles, death in END*10
minutes unless first-aid; if successful, death in END hours unless real medical
help.  Also, Quick Kill = death in END comabt turns unless first aid, roll
DIFF:END to survive, if failed, death.  If successful, death in END hours
unless serious medical help.
As you see, even the Quick Kill rule gives a chance for survival, especially
with advanced technology.  Time = lives.
(This is NOT good, clean, fun.  Neither my T:2K universe nor my Traveller
universe is a movie.  (Besides, T:2K != Traveller, and never shall.)

Benifits:	No major rules changes, no super-heroic charcters,
		characters dont try to shoot thier way out of problems as much.
		Eliminates the I-calmly-let-him-shoot-me-in-the-chest-while-
		I-return-fire syndrome.
Drawbacks:	Deadlier than before.  Might actually force player to think
		instead of blowing others away.

As for Mr.Miller, I asked:
>> Should I send my Vargr corsair to rescue him?

>   What would they rescue him from? Midwest Suburbia? : )

Midwest Suburbia! Quick! Call the Marines!  Oh, the humanity! ;-)

I then asked:
>> Who do we have to pay off?

>   Marc W. Miller. What would you be making the payoff for? .

Do you KNOW how much a good Vargr corsair costs?? Especially these days, with
the price of chew toys as high as they are??
                                          -Vanya