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Old 03-06-2015, 03:01 PM
Michael Lewis Michael Lewis is offline
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Default Differences in TW200 & 2300AD combat

Does anyone know the differences between combat in these 2 systems?


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Old 03-06-2015, 09:55 PM
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pmulcahy11b pmulcahy11b is offline
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Twilight: 200 --that might be an interesting game.

Truth is I haven't done more than parse through T2K13. And the combat system seems to me more comprehensive, but more cumbersome as well.
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Old 03-07-2015, 06:56 AM
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StainlessSteelCynic StainlessSteelCynic is offline
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Keep in mind I never used the T2k 1st Ed. rules so I don't particularly remember much about them except that it used percentile rolls to determine success/failure.

2300AD had a rules system that seems like it was the prototype for the T2k 2nd Ed rules. Main differences were that even though there was a difficulty level/task resolution system akin to T2k 2/2.2 in place, the outcome was also subject to die modifiers that could add or subtract from the die roll.
2300AD also used Coolness Under Fire.

I can't think of much else without dragging out the books but I sort of recall that my overall impression was that it would be fairly easy to convert weapons and equipment from 2300AD to T2k 2/2.2 rules because they shared some similarities already.

Edit: firearms didn't have the range bands that 2/2.2 does, I'm pretty sure they just had a max effective range listed.

Last edited by StainlessSteelCynic; 03-07-2015 at 07:00 AM. Reason: correcting spelling & adding something I thought of afterwards
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Old 03-07-2015, 11:44 AM
Michael Lewis Michael Lewis is offline
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Sorry. I meat Twilight 2000 2nd edition.

It looks like Twilight 2000 2nd edition came 3 years after 2300AD. I was wondering what the main differences in the game mechanics were. What did they change for the better or worse and why.
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Old 03-07-2015, 09:32 PM
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pmulcahy11b pmulcahy11b is offline
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Quote:
Originally Posted by Michael Lewis View Post
Sorry. I meat Twilight 2000 2nd edition.

It looks like Twilight 2000 2nd edition came 3 years after 2300AD. I was wondering what the main differences in the game mechanics were. What did they change for the better or worse and why.
Sorry, I mis-read your question. Twilight v2 (but not 2.2), 2300AD, Cadillacs & Dinosaurs, and Dark Conspiracies all use the T2K v2 combat system. It's simplified over V1 -- many said oversimplified -- which in part led to v2.2. (Another big part was the oversimplfied character generation system -- V1s is better.) GDW's ultimate goal was for all their RPGs to use as much of each other rules as possible, allowing the GM to pick and choose what he wanted. V2, therefore is quite similar to v2.2.
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Last edited by pmulcahy11b; 03-07-2015 at 09:39 PM.
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Old 03-08-2015, 12:53 AM
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Alas, I only have Traveller 2300, which seems to have differed in more th a n name from 2309AD. T2300, iurc, used 4d6-4 for skill rolls and weapon d a n a ged was fixed, modified by degree of success on the attack roll.
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Old 03-19-2015, 12:03 AM
swaghauler swaghauler is offline
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Quote:
Originally Posted by Michael Lewis View Post
Sorry. I meat Twilight 2000 2nd edition.

It looks like Twilight 2000 2nd edition came 3 years after 2300AD. I was wondering what the main differences in the game mechanics were. What did they change for the better or worse and why.
I have both editions of 2300. They are a "poor cousin" to later GDW rules systems. the damage was very different. Base damage was modified by "sublocations" in each individual location. For instance, the torso has a heart "sublocation" that doubles the damage inflicted. I always though of 2300 as being a blend of Twilight and MegaTraveler (which I also own). It was, in my opinion, more complex than it needed to be. 2300 is still available on CDROM from Far Future Enterprises. Check it out for yourself.
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