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A new Twilight:2000... how would you do it?
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<blockquote data-quote="3catcircus" data-source="post: 1494215" data-attributes="member: 16077"><p>I'd like to see a reprint of the V2.2 rules, using Mitch Berg's career expansion information. </p><p></p><p>I'd like to see a complete revamp of the orders of battle to reflect a real-world 1989 ORBAT.</p><p></p><p>I'd like to see a more realistic promotion system and the ability to choose terms of less than four years.</p><p></p><p>Otherwise, I think that the v2.2 rules are pretty darn good as-is. GDW's D20 system is far superior to WOTC's d20 system for this application - The system uses a roll <= (skill + attribute) mechanic and various difficulty levels (Easy, Average, Difficult, Formidable, Impossible that are x4, x2, x1, x1/2, x1/4 the (skill+attribute)). This works for skill checks, for most combat checks (automatic fire is a bit different - but it works *extremely* well and uses the same mechanic for automatic fire, bursts, or strafing - especially as compared to Star Wars/Spycraft/SG-1 burst, strafe, or auto fire rules.)</p><p></p><p>I also like v2.2's hit point system since it is a lot more realistic than D&D or a VP/WP system and works well for a realistic game. Each body part has a different set of hit points. Up to 1/2 that hp is a scratch (lose your next action), From 1/2 up to 1x hit points is a slight wound (Initiative - 1), Up to 2x hit points is a serious wound (some attributes drop by half, Initiative drops by 2 more, and you gotta determine if you pass out or not), and anything over 2x hit points is a critical wound (you *will* pass out, gotta see if you die right there, etc.)</p><p></p><p>I also really like the initiative system - initiative is a fixed number that can only change as a result of gaining experience - higher initiative goes first, and if Init >=6 you get two actions during a combat turn. The v2.0 system had an interesting, more complicated system that also worked well - each combat turn was divided into phases and initiative went like this: Phase 6 - initiative 6 acts, Phase 5 - initiative 5 acts then initiative 6 acts, Phase 4 - initiative 4 acts, initiative 5 acts, and then initiative 6 acts, etc...</p><p></p><p>Bottom line - redoing TW2K using anything other than a rules-set similar to v2.2 is not a good idea, IMHO. WOTC's d20 rules would be the absolutely worst choice - there is no room for those rules when trying to emulate a realistic world.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 1494215, member: 16077"] I'd like to see a reprint of the V2.2 rules, using Mitch Berg's career expansion information. I'd like to see a complete revamp of the orders of battle to reflect a real-world 1989 ORBAT. I'd like to see a more realistic promotion system and the ability to choose terms of less than four years. Otherwise, I think that the v2.2 rules are pretty darn good as-is. GDW's D20 system is far superior to WOTC's d20 system for this application - The system uses a roll <= (skill + attribute) mechanic and various difficulty levels (Easy, Average, Difficult, Formidable, Impossible that are x4, x2, x1, x1/2, x1/4 the (skill+attribute)). This works for skill checks, for most combat checks (automatic fire is a bit different - but it works *extremely* well and uses the same mechanic for automatic fire, bursts, or strafing - especially as compared to Star Wars/Spycraft/SG-1 burst, strafe, or auto fire rules.) I also like v2.2's hit point system since it is a lot more realistic than D&D or a VP/WP system and works well for a realistic game. Each body part has a different set of hit points. Up to 1/2 that hp is a scratch (lose your next action), From 1/2 up to 1x hit points is a slight wound (Initiative - 1), Up to 2x hit points is a serious wound (some attributes drop by half, Initiative drops by 2 more, and you gotta determine if you pass out or not), and anything over 2x hit points is a critical wound (you *will* pass out, gotta see if you die right there, etc.) I also really like the initiative system - initiative is a fixed number that can only change as a result of gaining experience - higher initiative goes first, and if Init >=6 you get two actions during a combat turn. The v2.0 system had an interesting, more complicated system that also worked well - each combat turn was divided into phases and initiative went like this: Phase 6 - initiative 6 acts, Phase 5 - initiative 5 acts then initiative 6 acts, Phase 4 - initiative 4 acts, initiative 5 acts, and then initiative 6 acts, etc... Bottom line - redoing TW2K using anything other than a rules-set similar to v2.2 is not a good idea, IMHO. WOTC's d20 rules would be the absolutely worst choice - there is no room for those rules when trying to emulate a realistic world. [/QUOTE]
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