This article originally appeared in Issue #003 of the downloadable PDF magazine.
The idea behind this is that sometimes we wanted something to do the creative heavy lifting when we found ourselves saying "oh not another combat". This is for the times when we wanted to get back into the adventure and yet still experience some detail in a fight. A number of us are not hack and slash RPGers but we love Traveller.
Step 1: How the combat encounter started
Roll to determine the state of things at the beginning of the encounter. Were the players surprised? Did they have things in hand? Add modifiers to the roll as needed to indicate preparedness, incompetence, etc. The result is the die modifier added to all characteristic and skill tests for all players for this encounter. Alternately, select the die modifier from this chart based on the player character’s plans as the situation calls for.
2D6 Roll | Situation | DM |
---|---|---|
2 | Ambushed by Opponents | -2 |
3-5 | Caught by Opponents | -1 |
6-9 | Unexpected Encounter by Both Sides | 0 |
10-11 | Caught the Opponents | +1 |
12 | Ambushed the Opponents | +2 |
Notes: Die modifier to be applied to all combat rolls for the fight.
Step 2: Set intensity, (indicates number of skill and characteristic tests)
The number of characteristic and skills tests that will be performed is equal to 2d6. The roll is also the value of the danger rating.
Step 3: How the encounter played out
Make a number of characteristic and skill tests from the fight tables, the quantity of which is equal to the value obtained in step 2.
2D6 Roll | Narrative Description |
---|---|
2-4 | “A quick, decisive encounter” |
5-9 | “A stressful situation” |
10-12 | “An intense situation” |
Option 1: At this point, players and the referee can describe how the situation plays out in free form, possibly from a roughly sketched map. The referee and players can assign tests the following suggested ways:
- assign a number of agreed upon tests to each player character from the total count derived in step 2, or
- players may bid a number of characteristic damage points in exchange for desired tests according to what they want to narrate, or
- select tests round robin style from the lists below, taking turns
Everyone is then free to give a "vignette" description of their character carrying out their part of the encounter, making their characteristics and skills tests from their quota. Working together with other PCs gives linked test benefits as normal.
Option 2: Roll 2d6 to determine the type of combat encounter (“deadly fight”, “protracted fight”, “running fight”, “hit and run”) and then roll to select characteristics and skills from the appropriate table up to the count obtained in step 2. Characteristic and skill tests are then made and their effects are subtracted from the danger number rolled earlier (if the effect of each test is positive).
The effect of each characteristic and skill test plus modifiers is subtracted from the danger value to arrive at an eventual final result. Only positive effects count and negative effects are discarded.
2D6 Roll | Type of Combat |
---|---|
2 | Deadly combat—Multiply the danger value by two at the end of the combat, whether negative or positive. |
3-7 | Protracted fight |
8-10 | Running Fight |
11-12 | Hit-and-run |
Deadly Combat | ||||||
---|---|---|---|---|---|---|
2D6 Roll | On Foot | Involves Ground Vehicles | Involves Flyers | Involves Aircraft/Spacecraft | On Foot, In Space | Involves Animals |
2 | Endurance | Endurance | Endurance | Endurance | Endurance | Endurance |
3 | Strength | Strength | Strength | Strength | Dexterity | Strength |
4 | Intelligence | Intelligence | Intelligence | Intelligence | Intelligence | Intelligence |
5 | Strength | Education | Education | Education | Education | Education |
6 | Dexterity | Dexterity | Dexterity | Dexterity | Dexterity | Dexterity |
7 | Intelligence | Intelligence | Intelligence | Intelligence | Intelligence | Intelligence |
8 | Dexterity | Dexterity | Dexterity | Dexterity | Dexterity | Dexterity |
9 | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Driver | Flyer | Pilot | Zero-G Combat | Animal Handling |
10 | Intelligence | Intelligence | Intelligence | Intelligence | Vacc Suit | Intelligence |
11 | Strength | Strength | Strength | Strength | Zero-G Combat | Strength |
12 | Endurance | Endurance | Endurance | Endurance | Endurance | Endurance |
Protracted Fight | ||||||
---|---|---|---|---|---|---|
2D6 Roll | On Foot | Involves Ground Vehicles | Involves Flyers | Involves Aircraft/Spacecraft | On Foot, In Space | Involves Animals |
2 | A | Communications | Communications | Communications | Medical | Athletics |
3 | Communications or Tactics | Reconnaissance | Education | Reconnaissance | Communications or Tactics | Reconnaissance |
4 | Strength | Mechanical | Reconnaissance | Tactics | Vacc Suit | Animal (Veterinary) |
5 | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Driver | Flyer | Pilot or Remote Operations | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Animal Handling |
6 | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Flyer | Pilot or Remote Operations | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Animal (Veterinary) |
7 | Athletics (Endurance) or Endurance | Endurance | Gun Combat, Heavy Weapons, or Explosives | Endurance | Athletics (Endurance) or Space Sciences | Melee Combat |
8 | Medical | Education | Education | Education | Medical | Dexterity |
9 | Survival | Mechanical | Endurance | Intelligence | Zero-G Combat | Education |
10 | Education | Navigation | Mechanical | Engineering | Education | Endurance |
11 | Reconnaissance | Tactics | Engineering | Endurance | Reconnaissance | Tactics |
12 | Endurance | Endurance | Endurance | Dexterity | Endurance | Endurance |
Running Fight | ||||||
---|---|---|---|---|---|---|
2D6 Roll | On Foot | Involves Ground Vehicles | Involves Flyers | Involves Aircraft/Spacecraft | On Foot, In Space | Involves Animals |
2 | Stealth | Dexterity | Stealth | Intelligence | Vacc Suit | Dexterity |
3 | Gun Combat | Gun Combat | Dexterity | Dexterity | Gun Combat | Tactics |
4 | Athletics (Endurance) | Medical | Endurance | Endurance | Endurance | Endurance |
5 | Endurance | Driver | Flyer | Pilot | Tactics | Athletics |
6 | Tactics | Driver | Flyer | Endurance | Zero-G Combat | Animal Handling |
7 | Athletics | Gunner or Gun Combat | Gunner or Gun Combat | Gunner or Pilot | Education | Animals (Veterinary) |
8 | Reconnaissance | Reconnaissance | Navigation | Navigation | Reconnaissance | Endurance |
9 | Leadership | Mechanical | Endurance | Pilot | Leadership | Gun Combat |
10 | Melee Combat | Endurance | Reconnaissance | Reconnaissance | Melee Combat | Melee Combat |
11 | Medical | Tactics | Tactics | Tactics | Medical | Medical |
12 | Dexterity | Navigation | Mechanical | Communications | Dexterity | Dexterity |
Hit-and-Run | ||||||
---|---|---|---|---|---|---|
2D6 Roll | On Foot | Involves Ground Vehicles | Involves Flyers | Involves Aircraft/Spacecraft | On Foot, In Space | Involves Animals |
2 | Dexterity | Athletics | Communications | Intelligence | Dexterity | Athletics |
3 | Athletics | Leadership | Dexterity | Communications | Athletics | Leadership |
4 | Stealth | Gunner, Explosives, or Gun Combat | Reconnaissance | Pilot | Stealth | Gun Combat or Melee Combat |
5 | Athletics | Stealth | Gunner or Gun Combat | Gunner | Stealth | Reconnaissance |
6 | Reconnaissance | Gunner, Explosives, or Gun Combat | Gunner or Gun Combat | Pilot | Reconnaissance | Gun Combat or Melee Combat |
7 | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Driver | Flyer | Navigation | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Animals |
8 | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Dexterity | Navigation | Dexterity | Gun Combat, Heavy Weapons, Melee Combat, or Explosives | Dexterity |
9 | Dexterity | Mechanical | Mechanical | Tactics | Dexterity | Animals (Veterinary) |
10 | Navigation | Navigation | Dexterity | Sensor Operations | Navigation | Navigation |
11 | Tactics | Tactics | Tactics | Leadership | Tactics | Tactics |
12 | Leadership | Dexterity | Intelligence | Reconnaissance | Leadership | Dexterity |
Step 4: The Aftermath
If, after all the effect subtractions, the remaining danger is a positive number, this is the number of d6 dice to roll to derive a total of damage to apply across the group of characters. Armor applies. Negative danger values could be interpreted as extra effectiveness of the group towards their goal. One or two decisive characteristic and skill tests by a selected player can determine the actual outcome of the fight if this is important.
Since the philosophical approach to this resolution system is that combat is merely about survival, the precise effect of weapons was not considered. The combats simulated with this system generally assume players matched enough to their opponents for things to be interesting. However, a way to apply the effect of damage from weapons in a battle with this is to first determine the intensity of the battle (the danger number) and then have the opponents roll on this sheet as well. When gun combat, melee, or heavy weapons. is rolled, obtain the damage from the weapon at optimum range and add it to the final amount of damage to apply to the opponent side.