twilight2000-digest Thursday, June 24 1999 Volume 1999 : Number 046 The following topics are covered in this digest: Available copy on the net? Re: Available copy on the net? RE: Game systems (LONG) Re: Game systems web page Re: Game systems Re: Game systems Re: Game systems Re: web page Re: Game systems Re: Game systems ACTION POINTS (was Game systems) T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) RE: Game systems Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) Re: T2K Rule Modifications - Part 1 (Hit Locations) ---------------------------------------------------------------------- Date: Mon, 21 Jun 1999 12:15:47 CDT From: yard sale Subject: Available copy on the net? Hi, I've searched in vain for an available of the Twilight 2000 rulebook, the revised edition.....I can't locate a copy, and the limited prints on the rulebook in dwindling. Can someone direct me to a place that is SURE to have it? I'm sure you can say Ebay or something but you have to wait for it to come along. I need a place where I can find and get it guaranteed. Your help would be greatly appreciated. Thanks. BTW, is anyone running a T2K PBEM? If so, please send me personally some info pertaining to it and if I can join or not........ yardsale - yardsale01@hotmail.com ICQ# 17236347 FFRPG PBEM: http://www2.crosswinds.net/~yardsale/ ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 03:47:11 +0800 From: "Ballistix" Subject: Re: Available copy on the net? Have you tried Amazon.com yet??? They have some TW2K stuff listed on their oop listings. ie do a search for twilight 2000 books. They apparently get in touch with all their contacts to see if they can locate you a copy. Ballistix - ----- Original Message ----- From: yard sale To: Sent: Tuesday, June 22, 1999 1:15 AM Subject: Available copy on the net? > Hi, I've searched in vain for an available of the Twilight 2000 rulebook, > the revised edition.....I can't locate a copy, and the limited prints on the > rulebook in dwindling. Can someone direct me to a place that is SURE to have > it? I'm sure you can say Ebay or something but you have to wait for it to > come along. I need a place where I can find and get it guaranteed. Your help > would be greatly appreciated. Thanks. > > BTW, is anyone running a T2K PBEM? If so, please send me personally some > info pertaining to it and if I can join or not........ > > > yardsale - yardsale01@hotmail.com > ICQ# 17236347 > FFRPG PBEM: http://www2.crosswinds.net/~yardsale/ > > > > > ______________________________________________________ > Get Your Private, Free Email at http://www.hotmail.com > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Mon, 21 Jun 1999 19:27:43 -0500 From: "Garcia, Abel" Subject: RE: Game systems (LONG) T2K Fans, There are a lot of good ideas listed below to improve T2K. I should state up front that I think T2k2.2 is the best RPG system and I use it for every RPG game I play except for CoC. I am an old Traveller player (late '70's if you can believe it.) and I came to T2K from Traveller TNE. Most of the gripes about T2K are old Traveller ideas that never got worked out of the GDW "house" system during Traveller's evolution to TNE/T2K2.2. Let's look at some of these old (70's era) RPG ideas one at a time: LOW SKILL LEVELS Believe it or not this gave the original Traveller game system a lot of flexibility through simplicity. It was common for players to have only two or three skills, AND the highest skill level anyone usually had was a three! For example you could list your entire character on one line of type (starting with attributes and then listing skills): 777777, Pilot-3, Gun Cmbt-1, Vac Suit-0. That was it, and you could not raise your skills during play -only during character generation! (The "power-player" who just had to get every skill possible had to play an old drug-addicted geezer.) You and the Referee didn't worry about the skills you didn't have. If it wasn't a listed skill you didn't roll for it; if you needed it, then sometimes the ref would let you have a skill level of "zero" so you wouldn't incur any minuses in your "To-Hit" roll (8+ on 2d6); if it was a critical skill, well "-4" on your "To-Hit" roll, unless you could convince the ref that one of your attributes was applicable and that he should change the negative modifier in your favor. Characters with low skill levels were considered a challenge to play. The focus of that old system was role-playing not "realistic" mechanics. "Classic" Traveller still has a devoted following for that very reason. If doubling the PC's number of skills doubles your fun -Go for it! RIDICULOUS AUTO-FIRE RULES In Traveller's old close combat rules, "SNAPSHOT", the PC with the three highest physical attributes got first shot. This would allow "strong/fast" players to shoot all NPCs before they could even unsheathe their laser pistol! Those first three attributes (STR, DEX, & END) meant everything in combat: their sum were your hit points; they determined all your "To-Hit" bonuses; and they were the total of your "action points". The higher the sum of those three values meant the more you could shoot, the faster you could shoot, and your likely hood to actually hit what you were shooting. The elegance of this system was that as your "hit-points" dropped, so did your "action-points", and so did your combat bonuses; This meant that wounded PCs did less actions and couldn't shoot as well either. PC's that started with low attributes (like old drug-addicted geezers) usually fell unconscious with only one wound. For combat resolution I use TNE/T2K2.2 penetration system and SNAPSHOT's action-point system with one important difference: simultaneous combat. * Hit Points - This is the sum of your Strength, Dexterity, Endurance and Initiative score. All hits initially go to a PC's STR, then DEX, and finally his END. When a PC's STR drops to zero the PC falls to the ground; Remember that the PC loses combat bonuses due to STR, and finally incurs a negative mod, as his strength drops. When his DEX drops to zero he's unconsious, and dead if his END drops below zero. The PC decides when hits apply to his initiative score (begining, middle, or end, his choice). * Action Points - are equal to a PC's Initiative score plus "Hit Points", so as his hit points drop so does the PC's available actions. The PC with the highest Leadership/Tactics skill can add his initiative roll to anyone's Action Points once. All actions require "Action Points": Aiming, firing, running. Some more than others -Auto fire vs single shot, and Aimed-shot vs a Snap-shot. This may read complicated, but it plays out well. Tomorrow I'll talk about what is great about TNE/T2K2.2: The TASK RESOLUTION system. > ---------- > From: Snake Eyes > Loonz wrote: > >I'd like everyone's opinion on which system they prefer for playing T2K > even > >if it isn't T2K. > > I like 1st & 2.2 ed of Twilght plenty fine. I primarily use a combined > form of both. I also had great success using the Hero System conversion > rules found in the back of "Danger International." I ran a real good > military Dark Conspiracy-Esque campaign using a chopped up version of the > Shadowrun 2nd Ed rules. However, far and away the best mod you can make > to > Twilight 2.2 is to use the "More Guns" 3G^3 modern firearms supplement > from > BTRC. > > ---------- > From: Dwight Looney > > I like 1st & 2.2 ed of Twilght plenty fine. I primarily use a combined > > form of both. > Id like some examples of what you were keep and throw out, if ya could? > > ---------- > From: Ron Hale > Dwight Looney wrote: > I'm starting to get the feeling that when ones says Twilight 2000, we are > only > talking about the scenario not the mechanics. I've heard Morrow guys say > they > liked T2K, T2K likes Cyberpunk or someone else likes GURPS. > I'd like everyone's opinion on which system they prefer for playing T2K > even if > it isn't T2K. I use T2K v2.2 for all the different modern games I run. > T2K, Merc2K, MP, and some others of my own concoction. For Sword and > sorcery I use only the 2nd ed AD&D rules. > > ---------- > From: Göran Bergström > Hi, > the best system for T2K (and the other GDW games Traveller:The New Era > and Dark Conspiracy) is the T2K v2.2 system with a few modifications. > > The main flaws with T2K v2.2 (IMO) are character generation and combat. > The characters doesn't get enough skills (if I tried to do a write-up on > myself I'd probably end up somewhere around 70 years old ...and, no I'm > not > that old!). In combat everyone (PCs as well as NPCs) can take too much > damage. You just can't kill a man with a knife or an ordinary handgun > (9mmP > for example) - Characters with some combat experience just shrug off a few > pistol shots like rain drops and hit back. Those of little or no combat > experience usually end up morose (no Initiative left after that scratch > wound). Also the rules for auto-fire is ridiculous, but that has already > been discussed, so I'll leave that one alone. > > I've tried to fix the character generation problem by letting everyone > have > an extra (four year) term for free, including rolls for promotion and > such, > but not the extra money. This helps somewhat. As for the combat, I have > halved all hit values for characters (i.e. a NPC now has 10 hits). This > way > my PCs have to worry about that teen punk with a Makarov - he might get > lucky and then it's "Goodbye sucker!". Also, they can take out that guard > silently with a single, well-aimed arrow. > > I've been thinking about converting the game to GURPS, but as someone else > has already stated, then you loose all that vehicle data in "Soviet > Vehicle > Guide" and so on. Also, I'm planning on running three consecutive > campaigns > - one with Dark Conspiracy, one with T2K and one with Traveller: TNE. Then > it helps to have the same system through all three. > > ---------- > From: Snake Eyes > >Id like some examples of what you were keep and throw out, if ya could? > It more or less entails using the v1 character generation and version > v2.2's d20 skills & combat, with a few other modifications & details. > I've > got a pretty full plate over the next week or so, but after that, I'll > post > it on the web. > > ---------- > From: Josh Baumgartner > As far as game system mechanics of choice, it depends on what > kind of game I'm running. If its one where we want to get into > tactics and details, lots of combat, and probably breaking out > some miniatures, then I use the T2K system (v.2.2--with house > rules of course). If we want quick and dirty though, then I use > White Wolf system, with the World of Darkness Combat rules. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 07:19:12 +0200 From: "Javier Sesma" Subject: Re: Game systems Hello there: > If anyones interested I've just finished re-writing all the bits of Version > 2 which I hate. It is all currently in MS Word format. Things which have > been revised include: > > Armed & Unarmed Combat, > The initiative system, > NPC statistics, > Hit location table, > Wound effects & categories, > Recovery, > Small Arms recoil & statistics, > Character generation, > Aircraft rules. > > I don't have Version 2.2, but if it includes the rules published in the GMs > Screen then it sucks. Anyone with half a brain realises that if you have a > high attribute (say STR 8) then it is very advantageous to put just one > point into all the skills under STR (giving every sub-skill a level of 9). > Why bother spending points on skills under low attributes ? Could someone > please list all the things they have revised or added under 2.2, I'd like to > know. Also, does anyone know how many issues of the Twilight 2000: Eternal > Soldier they released ? > > Cheers! > Chris Cranston, > green@helloworld21.freeserve.co.uk Could you send me a ziped copy of that Word files? I´m looking for a 2.2v of Twilight, but for now, i have a 2.0v and a Traveller new era, so i have take the rules from the new era and the rest from Twilight 2.0v. I´m trying to change a few things too, like damage and character generation, so i´m looking for another points of view. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 00:15:02 -0700 From: Peter Vieth Subject: web page ehhh ok i uploaded my web pages in order to replace a problem with the utilities page, but now i realize i may have caused more problems. so for a w hile there will be some blank pages and duplicate pages with different titles (heh to make new pages i just copy an older one and delete the content). oh yah and the page titled "bitchass" was just a test.... well at least the utilities page works :) Incidentally, who has a web page with all the t2k web ring pages listed so i can link to it? - -- ([-[Peter Vieth]-) (-[fitek@ix.netcom.com]-) (-[http://www.netcom.com/~fitek]-) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 17:47:43 +1000 From: "Jim & Peta Lawrie" Subject: Re: Game systems - -----Original Message----- From: Dwight Looney To: twilight2000@lists.imagiconline.com Date: Friday, 18 June 1999 12:01 Subject: Game systems >I'm starting to get the feeling that when ones says Twilight 2000, we are >only talking about the scenario not the mechanics. >I've heard Morrow guys say they liked T2K, T2K likes Cyberpunk or someone >else likes GURPS. > >I'd like everyone's opinion on which system they prefer for playing T2K even >if it isn't T2K. > >Cheers >Loonz We generally roll character's in T2K V1 and then convert them to our "Cyberpunk T2K" variant, clumsy I know but I'm fast at it and I like the old " more stat's you get, the lesss skill's you get" system of T2K v1. I'm yet to get around to making a new generation system but it's in the works. T2K version 2.2 is used for most of the game concepts as it converts easily to stat + skill game like Cyberpunk, vehicles where statted out using the Maximum Metal soucebook and small unit actions are resolved using the Firestorm soucebook rules. Weapons were extrapolated from several sources using Cyberpunk as a guide. The system play's well and reflects modern combat without having to roll bucket's of dice, the defining difference is the need to overcome COOL stat rolls to brave weaponfire, it's better to stay low and work around your opponent's. We have almost all of the conversion on disk if anyone is interested. Cheers Jim. >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 02:10:27 -0700 From: Ron Hale Subject: Re: Game systems Everyone seems to be telling there house rules so here are mine. 1. Halve all hit capacities. 2. Terms are only 2 years long. 3. The first term ends at age 12. 4. I've created Background Careers, that are used for the first 3 to 4 terms. 5. I use the old Morrow Project actions. To determine how many actions your PC has you add his Initiative to his Agility and go to the chart in the MP TM1-1. (If anyone wants this chart I'll put it on the list). There are a couple others that I can't remember off hand but this is most of them. TTFN Ron Hale *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 20:09:32 +1000 From: Damian Robinson Subject: Re: Game systems Ron Hale wrote: > > Everyone seems to be telling there house rules so here are mine. > > 1. Halve all hit capacities. > 2. Terms are only 2 years long. > 3. The first term ends at age 12. > 4. I've created Background Careers, that are used for the first 3 to > 4 terms. A copy of those new background skills would be nice. I might use them in any games I run down here... /me sighs wistfully If only I could get a game started down under... Anyone in the Brisbane Qld area want to start a game? - -- Cheers Damian Home Page: http://www.geocities.com/Area51/Dreamworld/4808/ pay a visit, and please don't forget the Guestbook... ICQ? #14030875 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 10:52:25 -0400 From: "Dwight Looney" Subject: Re: web page > > Incidentally, who has a web page with all the t2k web ring pages listed > so i can link to it? > I really had hoped that I had everyone. Loonz http://bookmark.findhere.com http://t2k.findhere.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 13:05:48 -0500 From: "ddolllaw" Subject: Re: Game systems I would like to see it. Thanks in advance. - -----Original Message----- From: Jim & Peta Lawrie To: twilight2000@lists.imagiconline.com Date: Tuesday, June 22, 1999 2:56 AM Subject: Re: Game systems > >-----Original Message----- >From: Dwight Looney >To: twilight2000@lists.imagiconline.com > >Date: Friday, 18 June 1999 12:01 >Subject: Game systems > > >>I'm starting to get the feeling that when ones says Twilight 2000, we are >>only talking about the scenario not the mechanics. >>I've heard Morrow guys say they liked T2K, T2K likes Cyberpunk or someone >>else likes GURPS. >> >>I'd like everyone's opinion on which system they prefer for playing T2K >even >>if it isn't T2K. >> >>Cheers >>Loonz > > We generally roll character's in T2K V1 and then convert them to our >"Cyberpunk T2K" variant, clumsy I know but I'm fast at it and I like the old >" more stat's you get, the lesss skill's you get" system of T2K v1. I'm yet >to get around to making a new generation system but it's in the works. > T2K version 2.2 is used for most of the game concepts as it converts >easily to stat + skill game like Cyberpunk, vehicles where statted out using >the Maximum Metal soucebook and small unit actions are resolved using the >Firestorm soucebook rules. Weapons were extrapolated from several sources >using Cyberpunk as a guide. > The system play's well and reflects modern combat without having to roll >bucket's of dice, the defining difference is the need to overcome COOL stat >rolls to brave weaponfire, it's better to stay low and work around your >opponent's. > We have almost all of the conversion on disk if anyone is interested. > Cheers > Jim. > >>************************************************************************** * >>To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >>with the line 'unsubscribe twilight2000' as the body of the message. >> > >*************************************************************************** >To unsubscribe from this list send mail to majordomo@lists.imagiconline.com >with the line 'unsubscribe twilight2000' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 12:28:26 -0700 From: Ron Hale Subject: Re: Game systems ddolllaw wrote: I would like to see it. Thanks in advance. Here it is; AGL+INI # Actions 0-4 1 5-8 2 9-13 3 14-18 4 19-20 5 This is some of the examples that are listed in TM1-1 Actions Needed To 1 Move 1 Mount/Dismount 1 Draw weapon/equipment (each piece) 1 Fire Weapon 1 Aim Weapon (max accuracy) 1 Reload Clip/Mag fed weapon 1 Arm Weapon (pull pin on grenade or detonator) 1 Throw Weapon (grenade, knife, or explosive) It takes 3 actions to pull a grenade off your web gear, pull pin, and throw it. 4 actions if you want to aim your throw. TTFN Ron Hale *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 18:49:30 -0500 From: "Garcia, Abel" Subject: ACTION POINTS (was Game systems) > ---------- > From: Ron Hale > ddolllaw wrote: > I would like to see it. Thanks in advance. > > Here it is; > AGL+INI # Actions > 0-4 1 > 5-8 2 > 9-13 3 > 14-18 4 > 19-20 5 > > This is some of the examples that are listed in TM1-1 > 1 Action Point Needed To: Move, Mount/Dismount, Draw weapon/equipment > (each piece), Fire Weapon, Aim Weapon (max accuracy), Reload Clip/Mag fed > weapon, Arm Weapon (pull pin on grenade or detonator), Throw Weapon > (grenade, knife, or explosive). > It takes 3 actions to pull a grenade off your web gear, pull pin, and > throw it. > 4 actions if you want to aim your throw. > ************************************************************************** > * > T2K Warmongers, I also use an action point system (a SNAPSHOT variation): Action Points (AP) = Initiative + Strength + Dexterity (Agility) + Endurance Typical AP = 20 to 25 points (also equal to "Hit Points") ONE POINT ACTIONS: * Abort (abt), Delay (dly), Draw Weapon (drw), Move 1 meter (mv), Select Safe/Auto (s/a) TWO POINTS ACTIONS: * Arm Grenade (ag), Re-holster Weapon (rw), Run 3 meters (rn) FOUR POINT ACTIONS: * Move through a Door (mvd), Throw Grenade (tg), Snap, or quick, Shot (ss) SIX POINT ACTIONS: * Breakdown Door (bd), Full Auto, or "burst", Snap Shot (ss/b) EIGHT POINT ACTIONS: * Aimed Attack (aa) TWELVE POINT ACTIONS: * Aimed Attack, Full Auto (aa/b) SPECIAL COST ACTIONS: * Cover (cvr), this increases an opponents task to hit you by one level - All APs * Stand (std) - All AP's * Pick Up (pku) things off the ground - All APs minus Dexterity (Agility) score * Reload (rld) - All APs minus Dexterity (Agility) & Initiative scores. PLAY SEQUENCE * Write Actions - The players all write down what they are doing (using the above short hand) and subtract that from their pool of APs. * Statement of Intent - I call on each PC to declare what they want to do starting with the PC with the lowest INT score and finishing with the highest -I keep things moving quickly. * Action - We resolve actions according to: Action Rank = AP - Action Cost FOR EXAMPLE PC "Ah-nalt", with 29 APs (STR 11 + DEX 6 + END 6 + INI 6), wants to take three "Quick" shots (6 APs each) at full auto then one "Aimed" shot (12 APs) would write: ss/b @ 22, ss/b @ 16, ss/b @ 10, aa/b @ 1. His opponent NPC "Sly" with 20 AP wants to take two "Aimed" bursts (12 APs each) so I would write down: aa/b @ 8, aa/b @ 1. So PC "Ah-nalt" quick bursts NPC "Sly" three times before "Sly" gets in one aimed burst (at Action Rank number eight), and then they both fire simultaneously during the last action rank of the combat round. Any hits are assessed immediately as they occur. If a PC is still conscious, but does not have enough APs, he may still complete any one action during the last strike rank (AR 1) no matter what the cost. The referee is key to keeping the game moving: Try not to allow the PCs enough time to write all their actions down. Call out the PC by name when asking them what they intend to do starting with the character with the lowest IQ (I sit players down around the table according the INT of their PC), and most importantly call out strike ranks QUICKLY! If a PC misses a strike rank -TOO BAD the action simply delays to the rank you are presently on -In fact PC's may voluntarily take an action later than written to see what an opponent may do. Abel *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Tue, 22 Jun 1999 21:53:35 +0100 From: "Chris Cranston" Subject: T2K Rule Modifications - Part 1 (Hit Locations) Quite a few people expressed interest when I mentioned that I had re-written a lot of the T2K Version 2.0 rules. Ideally I could put all of these on a web site but I don't currently have one up. Instead, providing people are still interested, I'll post parts of them to this mailing list. I'll start off with revising the hit location table. It really annoyed me that on the original hit location tabel from V2.0 the Chest was the smallest location (along with the head & arms). The chance of hitting it is 10% (1 in 10). Common sense tells you that there should be more than a 10% chance of hitting the largest part of the body. The problem is compounded by the fact that the Chest has the most hit points ([STR + CON] * 3) and possibly has body armour protecting it. So, using the standard V2.0 rules the smallest hit location has the highest hit points !?!?. In a game it is far more likely that the characters legs & abdomen will get blown off first. To solve this I just altered the hit location table a little: 1 Left Leg 2 Left Leg 3 Right Leg 4 Right Leg 5 Abdomen 6 Chest 7 Chest 8 Left Arm 9 Right Arm 10 Head One of the Abdomen locations has just been changed to a Chest location. In the above table the armoured locations cover around 40% of the body (armoured jacket + helmet). If you want more of the body locations to be armoured (ie 50%) you could use a 1D12 hit location table: 1 Left Leg 2 Left Leg 3 Right Leg 4 Right Leg 5 Abdomen 6 Abdomen 7 Chest 8 Chest 9 Chest 10 Left Arm 11 Right Arm 12 Head Cheers! Chris Cranston, green@helloworld21.freeserve.co.uk *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 23 Jun 1999 16:43:00 -0400 From: "Dwight Looney" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) Subject: T2K Rule Modifications - Part 1 (Hit Locations) I just altered the hit location table a little: > > 1 Left Leg > 2 Left Leg > 3 Right Leg > 4 Right Leg > 5 Abdomen > 6 Chest > 7 Chest > 8 Left Arm > 9 Right Arm > 10 Head > > One of the Abdomen locations has just been changed to a Chest location. In > the above table the armoured locations cover around 40% of the body > (armoured jacket + helmet). If you want more of the body locations to be > armoured (ie 50%) you could use a 1D12 hit location table: > > 1 Left Leg > 2 Left Leg > 3 Right Leg > 4 Right Leg > 5 Abdomen > 6 Abdomen > 7 Chest > 8 Chest > 9 Chest > 10 Left Arm > 11 Right Arm > 12 Head > I don't agree with the anatomical ratio, but here's my 2 cents on it. http://loonz.freeservers.com/t2k/ophitloc.htm Cheers. Loonz *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 07:56:58 +0800 From: "Ballistix" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) Ok now I decided to add my 2 cents into this debate also and this is basically how I see things. I'd go for the hit location table number 1, but no due to the amount of hits a location has or anything as so complicated as that but for this one simple rule that every rifleman learns in basic training. 'Aim for the seen centre of mass' If you do this to a target in a standing position, the seen centre of mass is about 2 inches up from the bottom of your solar plexus. It is this reason that I agree with the first hit location. Ballistix - ----- Original Message ----- From: Dwight Looney To: Sent: Thursday, June 24, 1999 4:43 AM Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) > Subject: T2K Rule Modifications - Part 1 (Hit Locations) > > > I just altered the hit location table a little: > > > > 1 Left Leg > > 2 Left Leg > > 3 Right Leg > > 4 Right Leg > > 5 Abdomen > > 6 Chest > > 7 Chest > > 8 Left Arm > > 9 Right Arm > > 10 Head > > > > One of the Abdomen locations has just been changed to a Chest location. In > > the above table the armoured locations cover around 40% of the body > > (armoured jacket + helmet). If you want more of the body locations to be > > armoured (ie 50%) you could use a 1D12 hit location table: > > > > 1 Left Leg > > 2 Left Leg > > 3 Right Leg > > 4 Right Leg > > 5 Abdomen > > 6 Abdomen > > 7 Chest > > 8 Chest > > 9 Chest > > 10 Left Arm > > 11 Right Arm > > 12 Head > > > I don't agree with the anatomical ratio, but here's my 2 cents on it. > http://loonz.freeservers.com/t2k/ophitloc.htm > > Cheers. > > Loonz > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 23 Jun 1999 19:46:30 -0500 From: "Garcia, Abel" Subject: RE: Game systems > ---------- > From: Chris Cranston > I don't have Version 2.2, but if it includes the rules published in the > GMs > Screen then it sucks. Anyone with half a brain realizes that if you have a > high attribute (say STR 8) then it is very advantageous to put just one > point into all the skills under STR (giving every sub-skill a level of 9). > Why bother spending points on skills under low attributes? The reason for this is that some people are naturally good at some things but not others. So through little effort (less skill point cost) they are better than a more determined fellow who works very hard at it (spends more skill points under a low attribute). Again, this has it's roots in Traveller where originally you could not even choose ANY skill -You got what you rolled! > Could someone please list all the things they have revised or added under > 2.2, I'd like to know. The big change was Task Resolution on a d20. The combat & Task resolution sections were reorganized and cleaned up. I think that some weapons and vehicles were brought into line with the TNE's design tables. BTW for those T2K players on the fence about converting to T2K2.2 -Two available TNE supplements that are compatible to T2K2.2 are worth the change! I think most on this list already know what they are: * FF&S - Fire, Fusion, & Steel. These are the TNE design tables for designing vehicles and weapons. Buy it you won't regret it. (I even know an avid AD&D player whose only non TSR supplement is FF&S.) * STRIKER II - This is TNE's large scale skirmish rules for miniatures. A solid system. Cleaner than any other (or older) rules set out there. Even if you are not a miniatures wargamer the weapon tables alone will get you salivating, and completely T2K2.2 compliant! > ---------- > From: Javier Sesma > i have a 2.0v and a Traveller new era, so i have take the rules from the > new era and the rest from Twilight 2.0v. I´m trying to change a few > things too, like damage and character generation, so i´m looking for > another points of view. If already have TNE then you already have T2k2.2. Where T2K2.0 does not agree w/TNE is the difference. > ---------- > From: Jim. > Weapons were extrapolated from several sources using Cyberpunk as a guide. > The system play's well and reflects modern combat without having to roll > bucket's of dice, the defining difference is the need to overcome COOL > stat > rolls to brave weaponfire, it's better to stay low and work around your > opponent's. We have almost all of the conversion on disk if anyone is > interested. I'm interested in seeing your conversion (agarcia@us.rhodia.com). I love rolling lots of dice when shooting full auto. What I do for my players, to minimize game calculations, is pre-calculate the task resolution values at all ranges and shot quality (quick or aimed) using the STRIKER II format. I give this information to the player in table form with a picture of his weapon. For eg. here is a weapon listed in an issue of CHALLENGE: HECKLER & KOCH MP 2000 ROUND: 9mmP WEIGHT (EMPTY): 2.8 kg (3.6 kg, w/silencer) MAGAZINE: 30 : 0.44 kg PRICE: $950 (R/-) Weap/ROF/Dam/Pen/Blk/Mag/SS/Brst/Rng - ---------------------------------------------------- MP2K/3-10/2/Nil/2-3/30/1/2-6/30 silenced/3-10/2/Nil/3-4/30/1/2-4/20 STRIKER II FORMAT: - ---------------------------------------------------------------------------- - -------------| Rng:Brst(Pen) | SHORT | MEDIUM | LONG | EXTREME | - --------------------------|--------------|--------------|----------------|-- - --------------| MP2K | 30m:2(Nil) | 60m:1(Nil) | 120m:1(Nil) | 240m:1(Nil) | MP2K (brst) | 30m:6(Nil) | 60m:5(Nil) | 120m:4(Nil) | 240m:3(Nil) | Silenced MP2K | 20m:2(Nil) | 40m:1(Nil) | 80m:1(Nil) | 160m:1(Nil) | Slncd MP2K brst | 20m:6(Nil) | 40m:5(Nil) | 80m:4(Nil) | 160m:3(Nil) | - --------------------------|---------------|---------------|----------------| - ----------------| Aimed Fire (8AP) | Ave. (x2) | Diff. (x1) | Form. (x1/2) | Imp. (x1/4) | Quick Fire (4AP) | Diff. (x1) |Form. (x1/2)| Imp. (x1/4) | Not Allowed | Aimed 2 Brst (12AP) | Diff. (x1) |Form. (x1/2)| Imp. (x1/4) | Not Allowed | Aimed 3 Brst (12AP) | Form(x1/2)| Imp. (x1/4) | Not Allowed | Not Allowed | Aimed 4, 5, & 6 Brst |Imp. (x1/4) | Not Allowed | Not Allowed | Not Allowed | Quick 2 Brst (6AP) | Form(x1/2)| Imp. (x1/4) | Not Allowed | Not Allowed | Quick 3 - 6 Brst (6AP)|Imp. (x1/4) | Not Allowed | Not Allowed | Not Allowed | - ---------------------------------------------------------------------------- - ----------------| The player's copy would have his specific Asset values pre calced for all the ranges and fire type. So when play erupts he can make an informed decision as to what kind of fire he wants to do: Snapfire is quick but chancy. An aimed burst takes a while to get off in the strike rank but each bullet has a better chance to hit. Abel *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 11:40:11 +1000 From: Damian Robinson Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) A thought occured to me after mention of the "aim for the CoM" bit. has anyone thought of a 2d6 table? that way the average would be the torso area, but you would roll enough different rolls to hit all over the place. Comments? - -- Cheers Damian Home Page: http://www.geocities.com/Area51/Dreamworld/4808/ pay a visit, and please don't forget the Guestbook... ICQ? #14030875 *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Wed, 23 Jun 1999 20:48:59 -0700 From: Snake Eyes Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) I use hit modified locations from Hero Systems' Danger International: Roll 3d6: 3-5 Head 6 Hand 7 Forearm 8 Upper Arm 9 Shoulder 10-11 Chest 12 Vital Organ 13 Abdomen 14 Hip 15-16 Thigh 17 Lower Leg 18 Foot With 3d6, your mean roll will be 11, placing most shots within a foot or so of center mass. ~ Snake Eyes *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Thu, 24 Jun 1999 02:13:10 -0400 From: "Dwight Looney" Subject: Re: T2K Rule Modifications - Part 1 (Hit Locations) > Ok now I decided to add my 2 cents into this debate also > and this is basically how I see things. > > I'd go for the hit location table number 1, but no due to the > amount of hits a location has or anything as so complicated > as that but for this one simple rule that every rifleman learns > in basic training. > > 'Aim for the seen centre of mass' > > If you do this to a target in a standing position, the seen centre > of mass is about 2 inches up from the bottom of your solar plexus. > It is this reason that I agree with the first hit location. > > Ballistix > > Subject: T2K Rule Modifications - Part 1 (Hit Locations) > > > > > > I just altered the hit location table a little: > > > > > > 1 Left Leg > > > 2 Left Leg > > > 3 Right Leg > > > 4 Right Leg > > > 5 Abdomen > > > 6 Chest > > > 7 Chest > > > 8 Left Arm > > > 9 Right Arm > > > 10 Head > > > > > > One of the Abdomen locations has just been changed to a Chest location. > In > > > the above table the armoured locations cover around 40% of the body > > > (armoured jacket + helmet). If you want more of the body locations to be > > > armoured (ie 50%) you could use a 1D12 hit location table: > > > > > > 1 Left Leg > > > 2 Left Leg > > > 3 Right Leg > > > 4 Right Leg > > > 5 Abdomen > > > 6 Abdomen > > > 7 Chest > > > 8 Chest > > > 9 Chest > > > 10 Left Arm > > > 11 Right Arm > > > 12 Head > > > > > I don't agree with the anatomical ratio, but here's my 2 cents on it. > > http://loonz.freeservers.com/t2k/ophitloc.htm > > > > Cheers. > > > > Loonz Ok I was'nt clear for the center of mass addicts. I don't believe the chest and ab's constitute 50% of my sillouette. And if you Davy Crocketts need a hit chart that reflects your prowess then have at it. But shot guns were invented for some of us... I'm not (nor are some the players I've had) a very good shot. I think all of us try center of mass (which is below the head, above the legs and between the arms) yet some fail fairly regularly. I do like my chart though. :-) Loonz *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ End of twilight2000-digest V1999 #46 ************************************ To subscribe to Twilight2000-Digest, send the command: subscribe twilight2000-digest in the body of a message to "majordomo@lists.imagiconline.com". If you want to subscribe something other than the account the mail is coming from, such as a local redistribution list, then append that address to the "subscribe" command; for example, to subscribe "local-twlight2000": subscribe twlight2000-digest local-twilight2000@your.domain.net A non-digest (direct mail) version of this list is also available; to subscribe to that instead, replace all instances of "twilight2000-digest" in the commands above with "twilight2000".