twilight2000-digest Friday, January 14 2000 Volume 1999 : Number 083 The following topics are covered in this digest: Re: Program to automate equipment buying Re: Program to automate equipment buying Re: Program to automate equipment buying Military info for novices Re: RCN skill in v1 Re: Program to automate equipment buying RE: Program to automate equipment buying Re: Program to automate equipment buying Re: Program to automate equipment buying Herbal Tea (Naturopathic Medicine) Re: RCN skill in v1 Re: RCN skill in v1 Re: RCN skill in v1 Damage Re: RCN skill in v1 Re: Damage Re: Damage Re: Damage Re: Damage Re: Damage Re: Damage RE: Damage Re: Damage Re: Damage Re: RCN skill in v1 Re: Damage ---------------------------------------------------------------------- Date: Tue, 11 Jan 2000 12:51:40 -0500 From: "Clayton A. Oliver" Subject: Re: Program to automate equipment buying At 11:41 PM 1/10/00 -0800, Corey Wells wrote: >I am not a lawyer, just a well read person, so don't take my opinion as >fact. The best thing to do is get in touch with Tantalus and see if they >are okay with it. All the lawyers were killed by a bioweapon in late 1999. ;) Anyone have contact information for Tantalus? Maybe if enough of us show up on their doorstep with helmets in hand and pleading looks in our eyes, they'll take pity on us and publish some more stuff. - - C. - ----------------------------------------------------------- Clayton A. Oliver bad_karma@mindspring.com WWGS freelance hack http://www2.wku.edu/~oliveca/ "Her goblin assassins are no match for a freelancer!" - Lazarus Vespers, Rifts Dimension Book One: Wormwood *************************************************************************** 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, 12 Jan 2000 06:46:08 +1100 From: "Jim & Peta Lawrie" Subject: Re: Program to automate equipment buying >At 11:41 PM 1/10/00 -0800, Corey Wells wrote: >All the lawyers were killed by a bioweapon in late 1999. ;) It was an accident actually, it was supposed to wipe out the Dung Beetle. Jim *************************************************************************** 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, 11 Jan 2000 14:13:35 -0600 From: "ddolllaw" Subject: Re: Program to automate equipment buying Sorry, They must have missed me. - ----- Original Message ----- From: "Clayton A. Oliver" To: Sent: Tuesday, January 11, 2000 11:51 AM Subject: Re: Program to automate equipment buying > At 11:41 PM 1/10/00 -0800, Corey Wells wrote: > >I am not a lawyer, just a well read person, so don't take my opinion as > >fact. The best thing to do is get in touch with Tantalus and see if they > >are okay with it. > > All the lawyers were killed by a bioweapon in late 1999. ;) > > Anyone have contact information for Tantalus? Maybe if enough of us show > up on their doorstep with helmets in hand and pleading looks in our eyes, > they'll take pity on us and publish some more stuff. > > - C. > > ----------------------------------------------------------- > Clayton A. Oliver bad_karma@mindspring.com > WWGS freelance hack http://www2.wku.edu/~oliveca/ > > "Her goblin assassins are no match for a freelancer!" > - Lazarus Vespers, Rifts Dimension Book One: Wormwood > > *************************************************************************** > 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, 11 Jan 2000 16:02:47 -0500 From: =?iso-8859-1?Q?GUY_LEMIRE_&_ASSOCI=C9S?= Subject: Military info for novices To whoever it was that was looking for a site on military info for beginners . Try the rather excellent site below , learned alot from it . http://web.qx.net/warcat/MilSf/ Pat *************************************************************************** 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, 11 Jan 2000 16:26:45 -0500 From: "Chuck Mandus" Subject: Re: RCN skill in v1 - ----- Original Message ----- From: "Mark Oliver" To: Sent: Monday, January 10, 2000 11:36 AM Subject: Re: RCN skill in v1 > ----- Original Message ----- > From: Chuck Mandus > To: > Sent: Sunday, January 09, 2000 6:10 PM > Subject: Re: RCN skill in v1 > > > <<< I'm even toying with the idea of having an attribute skill called > "perception" roll in the beginning >>> > > Makes a lot of sense. There's a big difference between how smart someone is > and how observant they are. I feel the same way. There are a lot of smart people out there but some of them may not be too observant of things unless it is within their field of knowledge. A paramedic for example who doesn't know about minefields might not spot it but if he is treating somebody and he observes something is amiss while examining his patient then he would be able to perceive what is wrong over the average layman. I guess there would be a call for a "perception" skill at the character's roll up in the beginning and he would pick up the RCN skill as it is defined in the game. The RCN skill could be added to the base perception skill and/or "bump up" the task in question up one tier or so where an easy task is made almost a sure thing (or at least "pig simple"), average moved up to easy, difficult moved up to average, and so on. I guess it is one of those obscure rules where the ref would have to make a call and/or modify. Let's face it, the rules can't cover anything, the ref has to do his job. B-) > > <<< and perhaps if the player invests in the RCN skill, they could be added > in. >>> > > I think other ppl have commented on specific military applications of the > RCN skill, spotting ambushes for example. A perceptive character might have > a slim chance of spotting something amiss but one who is trained in such > things would stand a far better chance. Another idea is that an average person with a good perception skill or however else you handle an untrained observer is is somewhat like this. Somebody trained well in military observation, the RCN skill, upon passing his roll, you could say, like "you hear what it sounds like to be soldiers marching in the bushes." To an untrained person, maybe temper it down to, "you hear 'something' rustling in the bushes." I guess again it is up to how the ref runs the game however, he must make the rules clear to the players on how things like that would be handled. I guess you would have to even modify the responses to the character(s) in question too. Were the characters in the military or still are? Sometimes they might not have served in the military but could be "outdoorsy" types like park rangers or even avid hunters who would have some sort of knack at spotting things. Maybe the character could be a clod but has an uncanny sense at spotting things although IDing them might be a different story. Again, it's up to the ref and the players on how to handle it. Chuck DE KA3WRW - --- "Truly those of us with brain cells are an oppressed minority..." - -- Jason Fox said after the Young Indiana Jones Chronicles had been cancelled. *************************************************************************** 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, 11 Jan 2000 18:07:12 EST From: MOrab46019@aol.com Subject: Re: Program to automate equipment buying Hey Waltter what are you looking for in your quest for an list.Weight,What it is and (S/S) right.anything else? *************************************************************************** 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, 11 Jan 2000 17:32:57 -0600 From: "Walter Rebsch" Subject: RE: Program to automate equipment buying Probably the best thing to do, if you anxious to start, is use MS Excel. That whay you could easily insert, delete and reorder columns in Excel in case I need the format changed for some weird reason, but I could just do a 'save as' to a tab delimited text file to change it into an easily parsable file. Their needs to be a strict heirarchy of lists in the file(s). Such as: [Group: Group Name] [Category: Category Name] Item Name, Item Description, Weight, Scarcity, Price Each item would go in a cell in the spreadsheet. When your typing, it might actually be easier to make the desciption column last since it will be the largest. Then just cut and paste it into place when your done. Be sure to use the square brackets and either group or category to let me know what it is. Since groups would contain a non-fixed number of categories, each list should have a heading of what group it belongs so, and what category it is. Groups would be like: Guns, Ammo, Vehicles, Misc Categories in 'Guns' would be like: Submachineguns, Pistols, Sniper Rifles, etc... Categories in 'Ammo' would be like: Small Arms Ammo, Grenades, Rockets, etc... > -----Original Message----- > From: owner-twilight2000@lists.imagiconline.com > [mailto:owner-twilight2000@lists.imagiconline.com]On Behalf Of > MOrab46019@aol.com > Sent: Tuesday, January 11, 2000 5:07 PM > To: twilight2000@lists.imagiconline.com > Subject: Re: Program to automate equipment buying > > > Hey Waltter what are you looking for in your quest for an > list.Weight,What it > is and (S/S) right.anything else? > ****************************************************************** > ********* > 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, 11 Jan 2000 19:03:29 -0800 From: "Corey Wells" Subject: Re: Program to automate equipment buying I think they have a web site at tantalus.com. I'm not sure. Like I said, I haven't checked in awhile and don't remember. I'll look for it to get you. But, what I do remember, is that they have no intention of ever publishing it. They are not a publishing company. They're involved in electronic media or something. They will license the publish rights, that is what they did for Dark Conspiracy. Apparantly, no one with the money and facilities to publish has any interest in the product. When I win Lotto, or make loads of money some other way, I do plan on buying it from them. If only for nostalgia. Of course, if I had enough money to do that, I would probably have enough to publish also, so I would do so. But, alas, that is just dreaming for one possible future. Until then, we can hope for some other benefactor to happen along. Corey - ----- Original Message ----- From: Clayton A. Oliver To: Sent: Tuesday, January 11, 2000 09:51 Subject: Re: Program to automate equipment buying > At 11:41 PM 1/10/00 -0800, Corey Wells wrote: > >I am not a lawyer, just a well read person, so don't take my opinion as > >fact. The best thing to do is get in touch with Tantalus and see if they > >are okay with it. > > All the lawyers were killed by a bioweapon in late 1999. ;) > > Anyone have contact information for Tantalus? Maybe if enough of us show > up on their doorstep with helmets in hand and pleading looks in our eyes, > they'll take pity on us and publish some more stuff. > > - C. > > ----------------------------------------------------------- > Clayton A. Oliver bad_karma@mindspring.com > WWGS freelance hack http://www2.wku.edu/~oliveca/ > > "Her goblin assassins are no match for a freelancer!" > - Lazarus Vespers, Rifts Dimension Book One: Wormwood > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.imagiconline.com > with the line 'unsubscribe twilight2000' as the body of the message. > __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.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, 11 Jan 2000 23:09:42 EST From: MOrab46019@aol.com Subject: Re: Program to automate equipment buying MS EXL how much dose that cost to get I don't have it.I have old copy of 95 with out a lot of bell and other things. *************************************************************************** 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, 12 Jan 2000 21:59:39 -0600 From: Mitch Berg Subject: Herbal Tea (Naturopathic Medicine) aaron wrote: >one of my players has said that as normal medicine [not the doctors] would >not be produced in as much quanities as it is now, that people would go back >to all the herbal stuff and naturalpaths or whatever they are called. the >different roots and things that are meant to have healing qualities etc. > >has anyone used those sort of things in games before and how did you work >it? obviously it can't be used to cover everything that goes wrong with >people etc. he really took me off guard with this one. I use it - in my big campaign, I actually used it quite heavily, and this led to the creation of the "Natural Healer" class on my Character Generation site: http://www.humanwaredesign.com/t2k/html/medical.html It's predicated on learning local plants and how they act as drugs. Mitch Berg Humanware Design, Inc. Business: http://www.humanwaredesign.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: Wed, 12 Jan 2005 14:15:18 -0800 From: Peter Vieth Subject: Re: RCN skill in v1 Chuck Mandus wrote: > Another idea is that an average person with a good perception skill or > however else you handle an untrained observer is is somewhat like this. > Somebody trained well in military observation, the RCN skill, upon passing > his roll, you could say, like "you hear what it sounds like to be soldiers > marching in the bushes." To an untrained person, maybe temper it down to, > "you hear 'something' rustling in the bushes." Um I think thats too basic, but I think you're getting there-- maybe they could estimate unit size better? Anyway, you could also use it for other things-- identifying a military vehicle, etc. Then again I myself have no idea how to spot a minefield but I think if I saw a SA-9 or Roland or something I could ID it pretty quick. Would that be enough to warrant an RCN of 4 for myself? Just because I can id vehicles, aircraft, and ships? I think the uses explained so far, liek spotting minefields or hidden units, is probably the closest to what RCN was intended for. *************************************************************************** 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, 13 Jan 2000 12:49:00 -0000 From: "Mark Oliver" Subject: Re: RCN skill in v1 - ----- Original Message ----- From: Peter Vieth Sent: Wednesday, January 12, 2005 10:15 PM Subject: Re: RCN skill in v1 <<< Anyway, you could also use it for other things-- identifying a military vehicle, etc. >>> Someone without RCN should also be able to identify various things. To be honest most of the times I tell my players what the vehicle is, unless it's going to be very rare. Fighting in an army for some time gives me an excuse to do that in that someone would have passed on to them descriptions of vehicles, if only to avoid "Friendly Fire" incidents. <<< spotting minefields or hidden units, is probably the closest to what RCN was intended for. >>> Makes a lot of sense but even someone without RCN should be able to do that, though not to the same degree. RCN should therefore make those tasks a lot easier but not exclusive. In v1 RCN is also used to spot approaching encounters, "no RCN no spot" doesn't make sense. Someone else has suggested making that skill compulsory which to me makes a whole lot of sense and completely solves the issue. Regards, Mark *************************************************************************** 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, 13 Jan 2005 00:23:01 -0800 From: Peter Vieth Subject: Re: RCN skill in v1 Mark Oliver wrote: > ----- Original Message ----- > From: Peter Vieth > Sent: Wednesday, January 12, 2005 10:15 PM > Subject: Re: RCN skill in v1 > > <<< Anyway, you could also use it for other things-- identifying a military > vehicle, etc. >>> > > Someone without RCN should also be able to identify various things. To be > honest most of the times I tell my players what the vehicle is, unless it's > going to be very rare. Fighting in an army for some time gives me an excuse > to do that in that someone would have passed on to them descriptions of > vehicles, if only to avoid "Friendly Fire" incidents. > > <<< spotting minefields or hidden units, is probably the closest to what RCN > was intended for. >>> > > Makes a lot of sense but even someone without RCN should be able to do that, > though not to the same degree. RCN should therefore make those tasks a lot > easier but not exclusive. > > In v1 RCN is also used to spot approaching encounters, "no RCN no spot" > doesn't make sense. > > Someone else has suggested making that skill compulsory which to me makes a > whole lot of sense and completely solves the issue. > > Regards, > > Mark > If you're going to do that I think it should be treated somewhat like coolness under fire-- someone who hasn't been in the military might roll 1d6 whereas someone in the military would roll 2d6. or maybe they get a bonus. *************************************************************************** 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, 13 Jan 2000 11:42:04 -0800 From: Peter Vieth Subject: Damage Another of the things I'd like resolved before I run another campaign: weapons in T2k don't do enough damage. An AK-47 round in the chest can do a maximum of 18 points of damage. However, that's not nearly enough to hurt most of my players, especially when you do it the way the rules say to (once hp reach 0 the character isn't dead???). And players scoff at anyone with a pistol; opponents with pistols might as well be throwing dirt. Clearly, weapons must be more dangerous or PCs must have less hit points. What would be realistic? How deadly is an AK round? *************************************************************************** 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, 13 Jan 2000 11:44:11 -0800 From: Peter Vieth Subject: Re: RCN skill in v1 Peter Vieth wrote: > Mark Oliver wrote: > > > ----- Original Message ----- > > From: Peter Vieth > > Sent: Wednesday, January 12, 2005 10:15 PM > > Subject: Re: RCN skill in v1 > > > > <<< Anyway, you could also use it for other things-- identifying a military > > vehicle, etc. >>> > > > > Someone without RCN should also be able to identify various things. To be > > honest most of the times I tell my players what the vehicle is, unless it's > > going to be very rare. Fighting in an army for some time gives me an excuse > > to do that in that someone would have passed on to them descriptions of > > vehicles, if only to avoid "Friendly Fire" incidents. > > > > <<< spotting minefields or hidden units, is probably the closest to what RCN > > was intended for. >>> > > > > Makes a lot of sense but even someone without RCN should be able to do that, > > though not to the same degree. RCN should therefore make those tasks a lot > > easier but not exclusive. > > > > In v1 RCN is also used to spot approaching encounters, "no RCN no spot" > > doesn't make sense. > > > > Someone else has suggested making that skill compulsory which to me makes a > > whole lot of sense and completely solves the issue. > > > > Regards, > > > > Mark > > > > If you're going to do that I think it should be treated somewhat like coolness > under fire-- someone who hasn't been in the military might roll 1d6 whereas > someone in the military would roll 2d6. or maybe they get a bonus. Then again, give everyone a 2/20 in RCN like with swimming. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 02:39:06 -0500 From: "Clayton A. Oliver" Subject: Re: Damage At 11:42 AM 1/13/00 -0800, Peter Vieth wrote: >Another of the things I'd like resolved before I run another campaign: >weapons in T2k don't do enough damage. An AK-47 round in the chest can >do a maximum of 18 points of damage. However, that's not nearly enough >to hurt most of my players, especially when you do it the way the rules >say to (once hp reach 0 the character isn't dead???). And players scoff >at anyone with a pistol; opponents with pistols might as well be >throwing dirt. Clearly, weapons must be more dangerous or PCs must have >less hit points. What would be realistic? How deadly is an AK round? I usually resolve damage with 10- or 20-sided dice instead of 6-siders, depending on whether I'm running a "dark realistic" or "cinematic" game. - - C. - ----------------------------------------------------------- Clayton A. Oliver bad_karma@mindspring.com WWGS freelance hack http://www2.wku.edu/~oliveca/ "Her goblin assassins are no match for a freelancer!" - Lazarus Vespers, Rifts Dimension Book One: Wormwood *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 18:52:07 +1100 From: "Jim & Peta Lawrie" Subject: Re: Damage >Another of the things I'd like resolved before I run another campaign: >weapons in T2k don't do enough damage. An AK-47 round in the chest can >do a maximum of 18 points of damage. However, that's not nearly enough >to hurt most of my players, especially when you do it the way the rules >say to (once hp reach 0 the character isn't dead???). And players scoff >at anyone with a pistol; opponents with pistols might as well be >throwing dirt. Clearly, weapons must be more dangerous or PCs must have >less hit points. What would be realistic? How deadly is an AK round? Any wound should generate a COOL roll, a PC has no idea how badly they are hurt. Any direct fire at a PC should generate a COOL roll, any PC who says "He only has a pistol, I'll take the wound and shoot him" doesn't realise that its not the damage that kills you, it's the shock. (He should also discover the sniper with the .50cal who shoots such terrible RPGers) Use a STUN roll as in Cyberpunk 2020, when a person is wounded they must roll under their CONSTITUTION with a -1 for every 5 points of damage they have taken. (Concussion damage is not held over in the next round.) STUNned people recover in 3 rounds. Eg: Rambo is shot by an AK-74 for18 points and must roll against COOL, he must then roll under his CON of 8 (-3 for the 18 points of damage) to stay conscious. He fails and Ivan strolls over to finish him off. (Remember that fatigue reduces all rolls.) Jim. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 00:02:08 -0800 (PST) From: Ray Wiberg Subject: Re: Damage There is also an optional quick kill rule in Merc 2000 or 2.2 I forget. Anyway, if you roll under the bullet's damage group on a 1d10 or 1d20 and it's a chest or head it....that's death. I rather like the 1d10 or 1d20 instead of 6 siders though :) Ray aka Jack Frost On Fri, 14 Jan 2000, Jim & Peta Lawrie wrote: > >Another of the things I'd like resolved before I run another campaign: > >weapons in T2k don't do enough damage. An AK-47 round in the chest can > >do a maximum of 18 points of damage. However, that's not nearly enough > >to hurt most of my players, especially when you do it the way the rules > >say to (once hp reach 0 the character isn't dead???). And players scoff > >at anyone with a pistol; opponents with pistols might as well be > >throwing dirt. Clearly, weapons must be more dangerous or PCs must have > >less hit points. What would be realistic? How deadly is an AK round? > > Any wound should generate a COOL roll, a PC has no idea how badly they > are hurt. Any direct fire at a PC should generate a COOL roll, any PC who > says "He only has a pistol, I'll take the wound and shoot him" doesn't > realise that its not the damage that kills you, it's the shock. (He should > also discover the sniper with the .50cal who shoots such terrible RPGers) > Use a STUN roll as in Cyberpunk 2020, when a person is wounded they must > roll under their CONSTITUTION with a -1 for every 5 points of damage they > have taken. (Concussion damage is not held over in the next round.) STUNned > people recover in 3 rounds. > Eg: Rambo is shot by an AK-74 for18 points and must roll against COOL, > he must then roll under his CON of 8 (-3 for the 18 points of damage) to > stay conscious. He fails and Ivan strolls over to finish him off. (Remember > that fatigue reduces all rolls.) > 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: Fri, 14 Jan 2000 07:12:42 EST From: MOrab46019@aol.com Subject: Re: Damage It also says that the character must get help right away.In the first ed I belive it says something like if the character get's hit for 18 points of damage and the hit is over cap of the chatacer is Serious hit he has to make a con roll to see if he's still up and moveing.If not you have to roll 1D10 to see how many turns he's KO. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 06:30:49 -0800 (PST) From: Drew Coppock Subject: Re: Damage I totally agree. And the opponents are far more likely to be affected, since the rules recommend keeping one total number for the enemy hits. All in all, I plan to alter damage calculation, rather than change all players hits. Anyone who has already done this should feel free to share his/her algorithm. Personally, I think all weapons need to be more lethal. I like the rules concerning the effects of levels of injuries sustained. I use the following: 1 pt of damage to 1/2 of body part total = scratched 1/2 of body part total to body part total = slightly wounded body part total to negative body part total = serious wound > negative body part total = dead in plain terms, assume abdomen = 16 1 - 8 damage = scratched 9 - 16 damage = slightly wounded 17 - 32 damage = seriously wounded 33 damage = dead The rules talk about exceptions including the head wound and extremities wounds. The head suffers percent chance of K.O. equal to the player's constitution. (Must roll less than stat.) This is in detail on page 199 of the T2K 2nd ed. rev.1 Another thing to help this is the quick kill rule on page 198. But, I don't allow the PC to be 'quick kill'ed while wearing protective amour. That's my take on the matter, for what its worth. __________________________________________________ Do You Yahoo!? Talk to your friends online with Yahoo! Messenger. http://im.yahoo.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: Fri, 14 Jan 2000 09:35:35 -0500 From: "Fugitivus" Subject: Re: Damage i use damage as a guide not the be all and end all. if a pc gets a good hit on a enemy soldier then generlly i let them kill them. rather than getting into prolonged fights. i like them fast. now and again we have used the critical hit tables in rolemaster. surprisingly it did work. one player who scoffed at a russian office with a pistol took a hit for bugger all but the critical had him bleeding 3 a round. he never tried the rambo style again. it just comes down to how lethal you want the game. aaron > Another of the things I'd like resolved before I run another campaign: > weapons in T2k don't do enough damage. An AK-47 round in the chest can > do a maximum of 18 points of damage. However, that's not nearly enough > to hurt most of my players, especially when you do it the way the rules > say to (once hp reach 0 the character isn't dead???). And players scoff > at anyone with a pistol; opponents with pistols might as well be > throwing dirt. Clearly, weapons must be more dangerous or PCs must have > less hit points. What would be realistic? How deadly is an AK round? > > *************************************************************************** > 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: Fri, 14 Jan 2000 09:00:29 -0600 From: "Walter Rebsch" Subject: RE: Damage > Another of the things I'd like resolved before I run another campaign: > weapons in T2k don't do enough damage. An AK-47 round in the chest can > do a maximum of 18 points of damage. However, that's not nearly enough > to hurt most of my players, especially when you do it the way the rules > say to (once hp reach 0 the character isn't dead???). And players scoff > at anyone with a pistol; opponents with pistols might as well be > throwing dirt. Clearly, weapons must be more dangerous or PCs must have > less hit points. What would be realistic? How deadly is an AK round? I thought weapons did damage based on the range, unless the weapon has a 'C' beside the damage number in the referee's charts. Thus at short range (up to 40 meters), an AK would do the ('damage number' x 'range category') + 'range category' d6. An AK has a DAM number of 2, so for short range it would be (2x4)+4d6. The average roll on 4d6 is 14, so the average damage would be 22, and the max damage would be 32. At meduim range it would be (2x3)+3d6, long (2x2)+2d6, and extreme (2x1)+1d6. Plus, doesn't it say, once you reach your hit capacity in a body area (other than the head), you are seriously wounded and must roll vs CON to stay conscious to do anything other than lay there and yell medic. If it's in the head, you're automatically unconscious. Also, once you're wounded, your ability to concentrate goes down, so all tasks become harder. If your guy can't keep his Hummer on the road anymore, because his leg is leaking from an AK round, maybe it'll start to irritate him when the minus modifier from the wound turns failure into critical failure and he drives into a tree. Maybe this is a difference from 1st ed to 2nd edition (I have 1st ed)? Or if am I all wet and read the rules wrong, I'm sure I'll hear about it... Walter *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 10:16:41 -0600 From: Steve Chymy Subject: Re: Damage Walter Rebsch wrote: > I thought weapons did damage based on the range, unless the weapon has a 'C' > beside the damage number in the referee's charts. Thus at short range (up > to 40 meters), an AK would do the ('damage number' x 'range category') + > 'range category' d6. An AK has a DAM number of 2, so for short range it > would be (2x4)+4d6. The average roll on 4d6 is 14, so the average damage > would be 22, and the max damage would be 32. At meduim range it would be > (2x3)+3d6, long (2x2)+2d6, and extreme (2x1)+1d6. > > Plus, doesn't it say, once you reach your hit capacity in a body area (other > than the head), you are seriously wounded and must roll vs CON to stay > conscious to do anything other than lay there and yell medic. If it's in > the head, you're automatically unconscious. This is the way we play the game, I don't know were the other fellow get a max damage of 18 points from an AK47. If you are at close range, say under 150yards, you can easily get toasted. (IMHO) *************************************************************************** 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, 13 Jan 2000 23:01:23 -0800 From: Peter Vieth Subject: Re: Damage Steve Chymy wrote: > Walter Rebsch wrote: > > > I thought weapons did damage based on the range, unless the weapon has a 'C' > > beside the damage number in the referee's charts. Thus at short range (up > > to 40 meters), an AK would do the ('damage number' x 'range category') + > > 'range category' d6. An AK has a DAM number of 2, so for short range it > > would be (2x4)+4d6. The average roll on 4d6 is 14, so the average damage > > would be 22, and the max damage would be 32. At meduim range it would be > > (2x3)+3d6, long (2x2)+2d6, and extreme (2x1)+1d6. > > > > Plus, doesn't it say, once you reach your hit capacity in a body area (other > > than the head), you are seriously wounded and must roll vs CON to stay > > conscious to do anything other than lay there and yell medic. If it's in > > the head, you're automatically unconscious. > > This is the way we play the game, I don't know were the other fellow get a max > damage of 18 points from > an AK47. If you are at close range, say under 150yards, you can easily get > toasted. (IMHO) Have I been reading 2nd edition wrong all this time? Or is this 1st? I don't have the rule books in my dorm (just going by what i remember) *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 18:55:41 -0000 From: "Mark OIiver" Subject: Re: RCN skill in v1 - -----Original Message----- From: Peter Vieth To: twilight2000@lists.imagiconline.com Date: 14 January 2000 07:39 Subject: Re: RCN skill in v1 <<< Then again, give everyone a 2/20 in RCN like with swimming. >>> Might well do, or as someone else has allready suggested refuse to accept a character sheet without it. Regards, Mark *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe twilight2000' as the body of the message. ------------------------------ Date: Fri, 14 Jan 2000 19:05:52 -0000 From: "Mark OIiver" Subject: Re: Damage - -----Original Message----- From: Clayton A. Oliver To: twilight2000@lists.imagiconline.com Date: 14 January 2000 07:46 Subject: Re: Damage <<< I usually resolve damage with 10- or 20-sided dice instead of 6-siders, depending on whether I'm running a "dark realistic" or "cinematic" game. >>> That's quite a good idea actually. Another idea might be to roll d4s (in secret) for damage to your players if they're having a hard time and you're feeling generous. Then again there's always those d10s or d20s for when you really want to discourage them from going somewhere :) Regards, Mark *************************************************************************** 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 #83 ************************************