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#1
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Vehicle Combat/Damage
Hey everyone, it's been a loooong time since I posted here on the site. Now that the semester is finishing up (Finals Week wheeeee ), I'm finding more time to focus back on good 'ol RPGs.
I'm happy to say that I was able to find a T2000 v1 boxed set using the power of the internet and careful searching at older book stores and yard sales, and I really want to try to get a face-to-face game together, possibly on the school's campus in the New Year (providing we live that long if you're looking at it in that angle ). I also found the US Army/Soviet vehicle guides for v1, which also excited me. Thing is, IMHO, v1 vehicle damage is clunky as all hell. I'm hesitant to go the route of Twilight Encounters (I have the PDF) because I have all these stats in the traditional v1 layout. Is there anyway that you out there have man-handled the system to a be a bit more...fluid? |
#2
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In my opinion, the V1 vehicle damage system works fairly well, at least as far as hit location and what gets hit in which order. The damage amounts are about the only bit that needs a decent tweak, but that's relatively easily done considering V2.x armour values by and large are just 1/10th of V1.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#3
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In my mind, the v1 vehicle damage with its charts is too clunky, and I have seen players' minds wander off while vehicle damage is being resolved. That said, it beats vs2/2.2 all to hell for realism.
V2/2.2 has the advantage of not bringing the game to a grinding stop every time a vehicle gets hit. But it is a bit too dumbed-down. Between the two, I prefer v2/2.2. And this is from a guy who used to spend hours poring over Janes and, ahem, other sources to get V1-type realism. And chucked those charts in favor of v2/2.2.
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I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes Entirely too much T2K stuff here: www.pmulcahy.com |
#4
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As for realism, v1 has got that covered hands-down. It's exactly as Paul said, I don't want to stall the game while I roll some d10s to see if this or that got hit, find out the damage, subtract the damage, roll another d10...
I'm a guy who likes to keep the story going in games, and will gladly fudge the rules a bit to do so, so my method as of right now is too simply say "You hit the APC with the RPG." Adds an air of mystery and uncertainty, and gives me some time to roll it out if they decide to go investigate it. Because I mean, honestly, besides the explosions and maybe the suspension, how would an outside observer know the radio took a hit, or that the driver took 1d6x1d6 hits? Of course, if it's a PC-run vehicle taking the hit, I'd have to roll it out on the spot. |
#5
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As a GM, I believe it's vital to keep players in the dark about exactly what the result of their hit upon the enemy vehicle is, describing only the obvious effects.
A single .50 cal round may well be enough to take out a BTR (if it's REALLY lucky), but the observable result is likely to be exceptionally minimal - a spark of the armour as the round penetrates, perhaps a few moments later the vehicle coasting to a halt against an embankment. On the other hand, a 120mm HEAT to the same BTR is going to be pretty damn obvious in it's effectiveness!
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#6
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Quote:
I could probably use the time of doodling my math down for vehicle damage as a 'breather' for the PCs to say something along the lines of "Okay, you hit the tank/APC/UAZ, but what about the foot-soldiers rushing your position? Can't accurately hit them with the AT." |
#7
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Mmmmmmmmm, nothing beats sitting behind a M-2 and getting to work through a 1,000 rounds of .50-cal!
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The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
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