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<blockquote data-quote="aramis erak" data-source="post: 8386733" data-attributes="member: 6779310"><p>Twilight:2000 2E... Loved the game overall, but the combat rules were... underwhelming. PC's were hard to kill, NPCs were easy to kill.</p><p>T2K 2.2 added the skill resolution to the problem list... and was the basis for Traveller: The New Era</p><p></p><p>Traveller: The New Era - combat and skills. Inherited from T2K2.2 Char Gen was great. The Setting sucked, but I ran it mostly in the classic Setting, some 100 years before the TNE setting. </p><p></p><p>WEG Star Wars (d6) 1E. The "Your skill success roll is your initiative" is spiffy in concept, but not in play. 6P+ a credible threat in Stormtroopers (about 2 per PC) goes to a positively painfully slow process. And realize that PCs can, and often do, 2 to 3 actions per round, so that's doing it 2 to 3 roll→sort→resolve passes per round. One turn went like so: Declare→Roll1→Sort1→Resolve1→Roll2→Sort2→Resolve2→Roll3→Sort3→Resolve3→Roll4→Resolve4→Roll5→Resolve5 (PC with 8D Blaster skill and a +1d Scope did 5x4d shots; no other characters had more than 3, hence dropping the sort step).</p><p></p><p>AD&D (both editions) - The combat rules are overcomplicated and not exciting, at the same time. </p><p></p><p>L5R 2E/3E: Art duels. Not that they're hard, they just don't feel right.</p><p></p><p>TOR 1E: Travel process. Hope Recovery</p><p>TOR 2αE: Councils. Encounter table. Difficulties. Hope use. </p><p></p><p>Generally, I just avoid games that have too much of this sort of problem. Often, I use other editions with differences for that. Exceptions:</p><p></p><p>T2K 2.2 however, made things worse, not better, for T2K. It's only been the 4th ed that has solved the combat and skill issues for me. Until that point, i simply halved the PC hit points per location.</p><p>AD&D - I'll never run it again. The differences in Cyclopedia push it, barely, into the "yes, I'll run this edition if sincerely asked by sincere players"... </p><p>WEG SW: I'd rather run FFG. </p><p>TOR: hybridizing.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8386733, member: 6779310"] Twilight:2000 2E... Loved the game overall, but the combat rules were... underwhelming. PC's were hard to kill, NPCs were easy to kill. T2K 2.2 added the skill resolution to the problem list... and was the basis for Traveller: The New Era Traveller: The New Era - combat and skills. Inherited from T2K2.2 Char Gen was great. The Setting sucked, but I ran it mostly in the classic Setting, some 100 years before the TNE setting. WEG Star Wars (d6) 1E. The "Your skill success roll is your initiative" is spiffy in concept, but not in play. 6P+ a credible threat in Stormtroopers (about 2 per PC) goes to a positively painfully slow process. And realize that PCs can, and often do, 2 to 3 actions per round, so that's doing it 2 to 3 roll→sort→resolve passes per round. One turn went like so: Declare→Roll1→Sort1→Resolve1→Roll2→Sort2→Resolve2→Roll3→Sort3→Resolve3→Roll4→Resolve4→Roll5→Resolve5 (PC with 8D Blaster skill and a +1d Scope did 5x4d shots; no other characters had more than 3, hence dropping the sort step). AD&D (both editions) - The combat rules are overcomplicated and not exciting, at the same time. L5R 2E/3E: Art duels. Not that they're hard, they just don't feel right. TOR 1E: Travel process. Hope Recovery TOR 2αE: Councils. Encounter table. Difficulties. Hope use. Generally, I just avoid games that have too much of this sort of problem. Often, I use other editions with differences for that. Exceptions: T2K 2.2 however, made things worse, not better, for T2K. It's only been the 4th ed that has solved the combat and skill issues for me. Until that point, i simply halved the PC hit points per location. AD&D - I'll never run it again. The differences in Cyclopedia push it, barely, into the "yes, I'll run this edition if sincerely asked by sincere players"... WEG SW: I'd rather run FFG. TOR: hybridizing. [/QUOTE]
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