RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 08-29-2009, 04:53 AM
Mahatatain Mahatatain is offline
Registered User
 
Join Date: Aug 2009
Location: UK, near Maidstone in Kent
Posts: 347
Default Twiight 2000 version 2.0 vs. version 2.2

Does anyone know whether there is a difference in the rules between Twilight 2000 version 2.0 and Twilight 2000 version 2.2?

Thanks for any help people can give me.
Reply With Quote
  #2  
Old 08-29-2009, 05:38 AM
leonpoi leonpoi is offline
Registered User
 
Join Date: May 2009
Posts: 173
Default

Quote:
Originally Posted by Mahatatain View Post
Does anyone know whether there is a difference in the rules between Twilight 2000 version 2.0 and Twilight 2000 version 2.2?

Thanks for any help people can give me.
I only have 2.2, but my understanding is that there is a difference. Some skills have changed, some weapon stats updated, but I think the biggest difference is that the 2.2 system uses d20s rather than d10s for task resolution. It's still the same system, but the d20s allow a larger range of skill difficulties.

[edit - clear up ambiguity]

Last edited by leonpoi; 08-29-2009 at 09:35 PM.
Reply With Quote
  #3  
Old 08-29-2009, 06:15 PM
Marc's Avatar
Marc Marc is offline
Registered User
 
Join Date: Sep 2008
Location: Sant Sadurni d'Anoia, Catalunya
Posts: 672
Default

Some points in the Designer's Notes chapter of the v2.2 rulebook:
  • New skills and some renamed skills from the previous version to match the "Traveller: The New Era skill list" (that uses the same set of rules).
  • In the character generation, the number of skills points that a character can spend decrease with each term.
  • D20 based task resolution system
  • Minor adjustements in the combat system, that becomes the same that in "Traveller:TNE". Changes in auto-fire system, a new quick kill rule, increased damage capacity in the NPC's and animals, Fire Control and target size rules, Reactive Armor, Amphibious vehicle water movement.
  • Some new vehicles


For those who, like me, use old v2 or v1 modules and adventures from Twilight:2000 or Dark Conspiracy with the v2.2 system, the only two really need adjustments are: Increase the hit points of the NPC's and take into account that an Average check in the old systems are a Difficult check in the v2.2.
__________________
L'Argonauta, rol en català
Reply With Quote
  #4  
Old 08-30-2009, 03:58 AM
simonmark6 simonmark6 is offline
Registered User
 
Join Date: Dec 2008
Location: Swansea, South Wales, UK
Posts: 374
Default

Another tweak that the V 2.2 system has is that Attributes are more important.

In V 2 the attributes like Strength and Agility etc. rarely came into play except for generating derived numbers such as hit points and, some other issues such as recoild and recovering or resisting injuries. Apart from those and the rare attempt at doing something you weren't skilled at, attributes weren't used a lot.

In V2.2, your asset (overall ability in a given skill) was the combination of your Attribute and your skill, so Stats play a much bigger role in the game.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:58 AM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.