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no modifiers necessary! In OD&D, everything just does 1 die of damage! If Traveller was inspired by OD&D on some basic level, why is it so much more complicated? In Original D&D, I can ask the player to roll a die and just compare it to THAC0 (yes, I use THAC0 instead of the matrix) and I'm done. am I really expected to halt combat and look up the exact modifier for using a broadsword against ablative armour? There are over 200 modifiers for armour alone listed on page 42 of Book 1! That's not even counting all the weapon range modifiers (for five different range bands), the modifiers for sights or stocks, the modifiers for both required and high ability scores and the situational modifiers on top of that. I think I might be able to handle that by simply memorizing the skill section of the rulebook, but then I looked at the weapon matrix. In Classic Traveller, the target roll (and if a throw can even be made at all) is dependent on skill, but this may or may not involve a dice modifier relative to the skill (for example, a skill level of 4 may allow a throw of 8+, but a skill level of 3 does not and a skill level of 5 may or may not add a bonus to the throw, depending on the specific skill usage!). Now, I am trying to love Classic Traveller, but it just seems way too complicated! In Mongoose Traveller, for example, armour just soaks damage and modifiers are easy to figure out on the fly (a base 8+ roll, plus skill, modified up or down basically as the referee sees fit). whenever I start playing a new game, I always end up just migrating back to the original editions.
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