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Free League Announces Twilight: 2000 4th Edition
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<blockquote data-quote="3catcircus" data-source="post: 7990447" data-attributes="member: 16077"><p>I don't know about this. I <em>liked</em> the V1/V2/V2.2 rule set and loved the timeline and backstory. I <em>love love love</em> the TW:2013 rule set even though the timeline and backstory leaves a lot to be desired (child of the 70s/80s I am...)</p><p></p><p>I'm not exactly sure how their rule set will play. Anybody know? </p><p></p><p>I want to be able to have a lifepath chargen system. Be able to step up or down the rules complexity. Have combat feel dangerous with shock, bleeding out, and "good night" one shot kills possible. Be able to implement team rules/immediate action drills. Include good rules for vehicle combat, explosives, fire (being on fire needs to scare every PC as it would every player - I've never seen an RPG with rules whereby fire is as scary as it ought to be). Survival rules - foraging, vehicle maintenance, disease, CBR (NBC). And the rules need to make it such that you don't end up needing to be 40+ years old to have the skills if you are playing a SOF type of game. </p><p></p><p>PCs need to be "proficient" at their specialties even if the PC was created to be in the middle of a a single 4-year enlistment (or first couple of years at a civilian occupation) when the crazy happens, with the possibility of some being better or worse than "average." The bell curve needs to apply. Let's say you have a party of 5 PCs - 3 are US Army 11B infantrymen, one is a local politician and one is the local military equivalent of a 92W Water Treatment Specialist. It should be entirely possible that the 92W is a better shot than one of the 11Bs (perhaps he has Expert Rifle and one the 11Bs only has Sharpshooter). It may be entirely possible that the local politician has been an avid hunter for years and is just as good a shot as the average 11B infantryman.</p><p></p><p>That level of detail is what will sell me on buying this game.</p></blockquote><p></p>
[QUOTE="3catcircus, post: 7990447, member: 16077"] I don't know about this. I [I]liked[/I] the V1/V2/V2.2 rule set and loved the timeline and backstory. I [I]love love love[/I] the TW:2013 rule set even though the timeline and backstory leaves a lot to be desired (child of the 70s/80s I am...) I'm not exactly sure how their rule set will play. Anybody know? I want to be able to have a lifepath chargen system. Be able to step up or down the rules complexity. Have combat feel dangerous with shock, bleeding out, and "good night" one shot kills possible. Be able to implement team rules/immediate action drills. Include good rules for vehicle combat, explosives, fire (being on fire needs to scare every PC as it would every player - I've never seen an RPG with rules whereby fire is as scary as it ought to be). Survival rules - foraging, vehicle maintenance, disease, CBR (NBC). And the rules need to make it such that you don't end up needing to be 40+ years old to have the skills if you are playing a SOF type of game. PCs need to be "proficient" at their specialties even if the PC was created to be in the middle of a a single 4-year enlistment (or first couple of years at a civilian occupation) when the crazy happens, with the possibility of some being better or worse than "average." The bell curve needs to apply. Let's say you have a party of 5 PCs - 3 are US Army 11B infantrymen, one is a local politician and one is the local military equivalent of a 92W Water Treatment Specialist. It should be entirely possible that the 92W is a better shot than one of the 11Bs (perhaps he has Expert Rifle and one the 11Bs only has Sharpshooter). It may be entirely possible that the local politician has been an avid hunter for years and is just as good a shot as the average 11B infantryman. That level of detail is what will sell me on buying this game. [/QUOTE]
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Free League Announces Twilight: 2000 4th Edition
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