Yes. P 73 seems to indicate that roll occurs "at the START of any combat" (emphasis mine) and that "The Effect of this check is their Initiative for the duration of the combat" A single check at the beginning and keeping that initiative order throughout, would ALSO speed combat up. Which you've noted several times is a priority! 🎲
@@TeflonDave I think sometimes combat is quickly resolved and sometimes it's complicated because of the nature of the battle itself. I think it's important for the battle to move along, unless there is a requirement to work together or to do something besides fire and move.
@@martinbowman1993 Definitely! My meaning may not have been clear from the way I nested my reply. I was agreeing with YOU, but my comment was directed at our host Anthony who had just noted that checking the Effect table was slowing down combat. My suggestion for HIM was that a single initiative roll might speed things along even more. 👍
Houseruling obviously supersedes in anyone's game, but during the battle at 17:13 - I think the Effect is the actual difference between the roll (11) and the difficulty number (8), thus granting the Traveller +3 damage. The RAW are quite deadly!
@@page121tabletoproleplaying4 The base rules are deadly, but that works for both the characters and their opponents. My players are high rollers, so they benefit from the effect amount being added to the damage. Sure, there will be times where they take more than standard damage, but I'm testing out the extra damage in my games and so far we like it.
@@page121tabletoproleplaying4 Just out of curiosity, have you read any of the Dumarest of Terra books? Not great literature but fun reads and so much of Traveller comes from these books that it makes you think Mark Miller, Fran Chadwick and the gang made a RPG just to play in that world.
Ambush - The side that is aware that combat is about to begin gains DM+6 to its Initiative check for the first round only. The side that is not aware it is about to be attacked suffers DM-6 for the first round only. The +6 is scaled to the scale of 'effect', which is why you record the effect. Though unless the side conducting the ambush rolls very bad, and the side being ambused rolls very good, the ambushing side will win. It's not absolute, just very weighted in that favor.
Thanks for the presentation. I could do without the house rules, but I frankly agree with you when it comes to Initiative. The effect is easy math to calculate and after a few combats you consult the table less and less, but all of a sudden you've got a number line from negative numbers up to positive number, which I think is cumbersome. I noticed you ignored Reaction - why? Ambush can now be determined by the die rolls: the ambusher gets a +6 while the potential victims get a -6 to their Initiative rolls. This weights the odds in favor of the ambushers. I do like the effect being added to the damage roll especially for Melee Combat. Sure, it can go either way, but it speeds up Melee Combat encounters. I do like the Tinkerturf terrain. I'm curious: how do you determine distance without a hex grid? It's always nice to see a video on combat, so keep up the good work with the new ruleset!
We measure with a tape measure when we play without a hex grid. I actually play an ambush as part of the game. I will give the group being ambushed some perception rolls (possibly negatively modified) and use that to determine if the ambush is successul.
Thank you for the video. Don't forget the gouse pistol has armor piercing three. That would also affect the damage. I think that any extra from the attack roll over 8 add to damage. If I'm wrong, someone please correct me too! 😁
Loved the combat example. I liked hearing your thoughts on how u run combat and the rules etc. I would have ruled the NPC would have kept moving around the pillar maintaining cover. A 2nd player shooting from a different or the original angle would change my mind.
@@martinbowman1993 I never thought of it as open table, but I ran AD&D at a game store for a few years and took anyone who sat down to play. I met my current player Roy this way.
@@page121tabletoproleplaying4 I played a pick up 5e game at a store for a while and I actually didn't like it. It was the new ravenloft and players just came and went by just suspending disbelief. This system where you return to a base every session makes the party make sense and when one party has already been somewhere you're getting the leftovers or something new moved in. Like Dwarves are out and cave troll is in.
We only roll initiative once.
Yes. P 73 seems to indicate that roll occurs "at the START of any combat" (emphasis mine) and that "The Effect of this check is their Initiative for the duration of the combat"
A single check at the beginning and keeping that initiative order throughout, would ALSO speed combat up. Which you've noted several times is a priority! 🎲
@@TeflonDave I think sometimes combat is quickly resolved and sometimes it's complicated because of the nature of the battle itself.
I think it's important for the battle to move along, unless there is a requirement to work together or to do something besides fire and move.
@@martinbowman1993 Definitely! My meaning may not have been clear from the way I nested my reply. I was agreeing with YOU, but my comment was directed at our host Anthony who had just noted that checking the Effect table was slowing down combat. My suggestion for HIM was that a single initiative roll might speed things along even more. 👍
Houseruling obviously supersedes in anyone's game, but during the battle at 17:13 - I think the Effect is the actual difference between the roll (11) and the difficulty number (8), thus granting the Traveller +3 damage. The RAW are quite deadly!
I feel the base rules are deadly enough without the effect.
@@page121tabletoproleplaying4 The base rules are deadly, but that works for both the characters and their opponents. My players are high rollers, so they benefit from the effect amount being added to the damage. Sure, there will be times where they take more than standard damage, but I'm testing out the extra damage in my games and so far we like it.
Good video, the figures and terrain look good and sure added to the video.
Thank you and thanks for watching.
@@page121tabletoproleplaying4 Just out of curiosity, have you read any of the Dumarest of Terra books? Not great literature but fun reads and so much of Traveller comes from these books that it makes you think Mark Miller, Fran Chadwick and the gang made a RPG just to play in that world.
I like your video as I suck at combat as a GM
Ambush - The side that is aware that combat is about to begin gains DM+6 to its Initiative check for the first round only. The side that is not aware it is about to be attacked suffers DM-6 for the first round only.
The +6 is scaled to the scale of 'effect', which is why you record the effect.
Though unless the side conducting the ambush rolls very bad, and the side being ambused rolls very good, the ambushing side will win. It's not absolute, just very weighted in that favor.
Great Serie friend!
Thanks for the presentation. I could do without the house rules, but I frankly agree with you when it comes to Initiative. The effect is easy math to calculate and after a few combats you consult the table less and less, but all of a sudden you've got a number line from negative numbers up to positive number, which I think is cumbersome. I noticed you ignored Reaction - why? Ambush can now be determined by the die rolls: the ambusher gets a +6 while the potential victims get a -6 to their Initiative rolls. This weights the odds in favor of the ambushers. I do like the effect being added to the damage roll especially for Melee Combat. Sure, it can go either way, but it speeds up Melee Combat encounters. I do like the Tinkerturf terrain. I'm curious: how do you determine distance without a hex grid? It's always nice to see a video on combat, so keep up the good work with the new ruleset!
We measure with a tape measure when we play without a hex grid. I actually play an ambush as part of the game. I will give the group being ambushed some perception rolls (possibly negatively modified) and use that to determine if the ambush is successul.
Another interesting video with great insights. House rules are good to share as it gives everyone new options. Thanks!
Thanks for the support and thanks for watching.
Thank you for the video. Don't forget the gouse pistol has armor piercing three. That would also affect the damage. I think that any extra from the attack roll over 8 add to damage. If I'm wrong, someone please correct me too! 😁
I think leadership is cool because the leader players (and keeper) can use it to grant boons / banes prior to combat ?
I‘ve always found it so counterintuitive that reactions must be announced BEFORE the enemy actions. They should rather be called precautions.
Loved the combat example. I liked hearing your thoughts on how u run combat and the rules etc.
I would have ruled the NPC would have kept moving around the pillar maintaining cover. A 2nd player shooting from a different or the original angle would change my mind.
In a game the NPC would have kept moving to keep his cover. I just wanted to show a few different facets of combat in my example.
@@page121tabletoproleplaying4 Got it , that makes sense. Great GMs think alike lol
Traveller Campaign Tip;Personal Combat,..... avoid it.
If your character has a high intelligence score he/she should know this already....
How does auto or burst on weapons effect combat and damage?
It can increase the base damage or give multiple opportunities to hit.
Can you do a vid on how you create your npc's.
Sure.
Can you do a video on Ad&d open table concept of play and how to implement it in Traveller?
I've kind of always run an open table, but I'll give this idea some thought.
@@page121tabletoproleplaying4 thanks. It seems like a great idea for playing at an open table at a store.
@@martinbowman1993 I never thought of it as open table, but I ran AD&D at a game store for a few years and took anyone who sat down to play. I met my current player Roy this way.
@@page121tabletoproleplaying4 I played a pick up 5e game at a store for a while and I actually didn't like it. It was the new ravenloft and players just came and went by just suspending disbelief. This system where you return to a base every session makes the party make sense and when one party has already been somewhere you're getting the leftovers or something new moved in. Like Dwarves are out and cave troll is in.
Hopefully they’ll make a 2023 update book and change that crap cover.