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Old 04-24-2010, 07:14 PM
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Gabe The Gun Gabe The Gun is offline
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Default T2K v1.........or v2 ??

What is the difference between v1 and v2? Is the system and rules different? Is v2 easier to run and play? Are the rules more clear than v1? What are your opinions?
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Old 04-24-2010, 09:07 PM
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V1:
1) Character Generation rules better
2) Task resolution OK, but could be better
2) Personal and fire combat rules better
3) Timeline better
4) Vehicle combat rules way too complicated

V2/2.2
1) Character Generation rules suck
2) Task resolution still OK, but could still be better
2) Personal and fire combat not lethal enough
3) Timeline doesn't make sense in several ways
4) Vehicle combat rules very streamlined and much easier to resolve

Basically, the biggest difference is that V1 is based on a d100 system, while v2/2.2 is a d20-based system. V2.2 improves on V2 in several ways, but I wish GDW had survived longer to make their own V3.

I'm sure there's more...
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Old 04-24-2010, 09:33 PM
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Since my high school days playing Runequest I've favoured d100 systems over anything else. I've only ever played 1st ed T2K but I have a couple of 2nd ed books. When I converted T2K to Harnmaster/Gunmaster I ported over a vehicle combat system using elements from both v1 and v2 T2K.

Basically I prefer rules crunchy over rules light so I tend to steer clear of anything that I perceive to be "dumbed down" in an RPG system. I know that it is a personal bias and probably not always fair to some of what I would consider to be "rules light" systems, but hey, at least I'm not kidding myself. I'm the first to admit that I'm a bit of an RPG rules elitist. I do understand the POV of those who believe that complicated rules get in the way of good storytelling. Long live diversity!
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Old 04-24-2010, 10:08 PM
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Paul hit it in the head though I favor V2/2.2 more than v1 if I had to choose between the two.
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Old 04-24-2010, 11:28 PM
leonpoi leonpoi is offline
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I was playing v1 probably 15 years ago, or more. After more than a decade, I got v2.2 and started playing about a two years ago. In my opinion v1 was a too slow to play - vehicle combat is tough to resolve and very time consuming, and the initiative system requires a lot of thought (though I did like it in principle).

v2.2 is one of my favourite game systems for balance between speed and complexity. I've got houserules for autofire and a few other things, but mostly I play it as is. I do prefer the v1 timeline except that it's a bit out of date now (we actually use a combination of the 2 timelines, and in fact it really makes little difference once you start playing). I also really like the v2.2 character generation system.

I agree that personal combat is not lethal enough in v2.2. To get around this I've done a few things, but the most significant is reducing "hit points" roughly to 2/3 of the original number (e.g. CONx2 = STR rather than 2x(CON + STR) for chest). I think v2.2 also makes it too easy to heal, so I've used what I think is v1 healing.

At the end of the day I wouldn't play v1 simply because of the vehicle combat system. I grew up on Warhammer Fantasy Roleplay and therefore started in d100, but I prefer the d20 system of v2.2 (it's not d20 d20, it just uses 20-sided dice). I like it because you can just pick up a bunch of d20s and roll them if you shoot multiple bullets rather than having to roll multiple d100s, which is quicker. v1 actually has a strange abstract system for smallarms which bugs some people too (each "shot" is actually 3 bullets - this is probably why it's more "lethal"). v2.2 has a cool quick-kill rule for head and chest shots that I like because it means that even low damage pistol rounds can you kill you out-right and this puts fear into every combat.

In short, I prefer v2.2because it's more streamlined but still very detailed. I play it as is except a few house rules:
  • some weapons stats have been changed - just because I wanted to
  • medical treatment rules have been slightly tweaked
  • smallarms is tied to AGL not STR - recoil is still STR, however
  • "Hit points" reduced
  • Initiative system made a hybrid of v1 and v2.2 and the macro combat from ruins of warsaw (some suppression/morale rules also from tw2013)
  • autofire at less than 1/2 of short range is at 1/2 skill and not 1/4. 5-round burst range increment also changed to S-5, M-3, L-2, E-1 because the rules as is had long range with 1-dice, which was a bit harsh.
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Old 04-25-2010, 05:12 AM
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Quote:
Originally Posted by leonpoi View Post
v1 actually has a strange abstract system for smallarms which bugs some people too (each "shot" is actually 3 bullets - this is probably why it's more "lethal")
I was one of those people... I hated the fact that the mag sizes were all a third of what they should be. If I remember correctly the designers commented about the thinking behind it somewhere in V2.
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