3catcircus said:
Thanks
3catcircus said:
I agree to the extent that extremely hard tasks were hard for everyone - but I don't necessarily know if a linear DC approach *isn't* being applied. The problem is really with the fact that you have to round down - better to round up when determining x1/2 and x1/4 chances to succeed.
As interesting idea, but I'm not sure this really resolves it to my likeing.
TW2K's task difficult levels are definetly not a linear approach - its a
stepped approach.
For a Formidable (x1/2) task, the steps are 2:1 ratio (asset increase:
chance of success increase), ie
Total Asset Level: 0 1 2 3 4 5 6 7 8 9
Chance of Success: 1 1 1 1 2 2 3 3 4 4
etc
(Note the effect of the "1 is always a success" rule - a character with
a total asset of 0 has the same chance of success as one with a total
asset of 3). If as you suggest, we round up, then we'd get:
Total Asset Level: 0 1 2 3 4 5 6 7 8 9
Chance of Success: 1 1 1 2 2 3 3 4 4 5
This doesn't really do much other than shift the start of the "ladder"
(to keep with the step terminology!). In other words, instead of a
character with asset total 3 losing out over a character with asset
total 2, we have a character with asset total 4 losing out over a
character with asset total 3.
The problem is more apparent in Impossible tasks (x1/4), where the ratio
becomes 4:1.
Using a linear approach (eeek, and I've just realised, I've gone back to
how 2300AD does it!), every increase in asset total gives an increase in
chance of performing the task, regardless of how hard the task is.
So we could say (as an example):
Task Level DC
---------- --
Easy 5
Average 10
Difficult 15
Formidable 20
Impossible 25
(Off Hand, IIRC, 2300AD used Task levels of: 4, 9, 14, 19, 24 - but used
D10 rather than D20. So my perfect TW2K task system would probably opt
for more granularity in the task levels - perhaps increase the number of
task levels to 7, and reduce the increase in DC between task levels)
3catcircus said:
Any chance of seeing that particular mechanic? How does it differ from the idea of "Quick Kills" in TW2K, Dark Conspiracy and TNE? That is - if your roll succeeds, you can roll a second d20 - if this second roll is less than the damage rating of a weapon (i.e. roll less than a 3 when using an M16A2, which has a DAM rating of 3) and it results in an instant kill. How does it differ from a different (house rule?) method of assigning an Outstanding Success (succeed by more than 10) as a critical hit doing double damage?
Sure - though I'm not sure if you mean the 2300AD damage model, or my house rule on Spycraft, so here's a summary of both
For 2300AD, you start by rolling Hit Location (D10).
Each Hit Location has a Severity Modifier (Head Shot is more likely to
result in a kill than a Lower Leg Shot)
Roll Potential Severity (D10), modified by above Severity Modifier. This
will result in a Potential Kill, Potential Serious Wound, Potential
Light Wound.
Roll Actual Severity (D10). This roll is made against the damage of the
weapon - a weapon doing 0.7 points of damage has a 70% chance of
inflicting the potential severity. If the roll is equal to or under the
damage value, then the potential severity is inflicted. If the roll is
greater than the damage value, then the potential severity is decreased
by 1 (ie Potential Kill becomes Actual Serious, Potential Serious
becomes Actual Light, Potential Light becomes No Effect). Any weapon
doing 1.0 or more damage points automatically inflicts the potential
damage.
As 2300AD a house rule, we deemed that an additional -1 to the Severity
(an increase on the potential seriousness of the wound) would be applied
for every 2.0 points of damage - which meant getting hit by heavy
weapons was a rather nasty experience
There's therefore no need for a quick kill rule in this situation,
because effectively every round that penetrates has the potential to be
a quick kill (ie roll for a potential kill, and roll for actual kill

)
For Spycraft, I have Vitality Points on each hit location, and a common
pool of Wounds. Whenever any hit location exceeds its Vitality Points,
additional damage is applied to the Wounds. Critical hits do double
damage, and the Wounds Capacity is double the norm (ie 2 X CON).
Each hit location starts off at the maximum for the character at level 1
(ie CON + either 8, 10 or 12 based on whether or not they have a D8, D10
or D12 hit die).
At each additional level, characters get extra VP per hit location,
based on their hit die:
D8 == 1 hit point per hit location per level
D10 == 1 hit point per hit location per odd level (1,3,5 etc), and 2 per
even level (2,4,6 etc)
D12 == 2 hit point per hit location per level
Head and Heart shots do not require an action die to convert to a
critical hit (in Spycraft, a potential threat is not confirmed by a
second die roll, but by spending an action die).
Vitality Points recovers on a per-hit-location-per-hour basis.
The resulting gameplay experience is very satisfying - characters can
still play the hero, and recover quickly between fights (unless they are
physically wounded), but are now worried about facing a number of guards
- because even high level characters cant afford to take a couple of
hits on the same hit location without becoming wounded (ie no more
"there's 3 guards with weapons - even if they all hit me, and roll
maximum damage, I will still have enough hit points to stay standing").
3catcircus said:
I based my statement solely on the fact that WOTC d20 is a skill/feat/class/level based system. I just can't see making prestige classes for "Ranger" or "USMC Sniper" or feats like "SERE School graduate" or "Naval Nuclear Reactor Operator" - And, to paraphrase someone on a TW2K message board - "Hearing someone describe their character as a Infantryman 3/Ranger 3 makes me shudder." The d20 mechanic itself (skill ranks + bonus vs. DC) works just fine. It is the underlying class/level/feat system that would, I think, ruin a TW2K remake.
I GC a Shadowforce Archer Spycraft campaign - d20 works well for this because of the campaign setting (psionics, The Fringe, Mystics, etc.) I wonder how realistic it would end up being if I ran a straight campaign, or used The 60's book?
Bottom line for me is - stick with a purely skills based system. You'd have to have military or civilian ranks that do *not* act like levels (how many worthless senior NCOs or managers have you had to deal with in civilian or military life?) to preserve the feel of the game.
I don't see a problem with the level/feat/class/skill approach D20
takes, if its applied correctly. (Have you seen any of the special forces prestiege classes from Blood and Guts by RPGObjects? Damn good...)
If you think about it, weapon specialisation in TW2K v2.2 is pretty much
feats (3 levels of weapon specialisation - reducing the auto-miss roll,
adding to Strength for recoil determination etc). There's no reason this
couldn't be expanded to allow greater degrees of weapon specialisation,
or extended to allow specialisation in other skills. That sounds like
feats and/or class abilities to me
I certainly think the default range of D20 skills needs to be expanded
though to account for the fact TW2K is a skills-driven game system.
Also, if you think about NPC levels - Green, Regular, Veteran etc,
aren't these really Levels? (Green: lvl 1-3, Regular, 4-5, Veteran 6-9,
Crack 10-12, Elite 13-15 as an example).
I actually think "Infantryman 3/ Ranger3" isnt a bad description for a
character in TW2K. How far off is it from "3 terms as Ground Infantry, 3
terms as Ranger"? If you view it as a Traveller career description, then 3 terms of a Range and only being Level 3 is rather poor - so having Ranger 3 with only a single term is like "hey, this guy really had some field time in that term".
I would like to see the Base Attack Bonus drop off a bit in importance
though. Given the number of weapon based skills, plus the limit on Skill
Level vs Class, I think BAB increases could be lowered to highlight the combat skills more. If we describe
BAB advancement as Good, Average and Poor (reflecting DnD Fighter,
Cleric and Wizard rates of advancement), then we might have:
Good: +1 every 2 levels (0, 1, 1, 2 etc) == +10 at Level 20
Average: +2 every 5 levels (0, 1, 1, 1, 2) == +8 at Level 20
Poor: +2 every 7 levels (0, 0, 1, 1, 1, 1, 2) == +5 at Level 20
This would mean non-military characters could still have good weapon
skills if thats how they chose to spend their skill points, whilst
military based characters get an inherent class bonus to all forms of
attack - whilst still requiring them to spend skills in whatever form of
weapons they want to use (small arms pistol, rifle, machinegun, grenade
launcher etc) regularly.
So "worthless" military/civilian ranks could easily be modelled by
having the likes of 3 or 5 level classes - which would have Poor BAB
bonus, and class skill lists limited to what you describe as "worthless"
(which may be a good description - I doubt there's much room for MS
Project or Excel goons in the aftermath of a nuclear war

)