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#1
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So you could have low-level foot infantry be CCDD with Ranged Combat C and Recon C. Vehicle crews might be CCDD with Heavy Weapons C, Ranged Combat D, and Drive D. But his supplement is fantastic and is a must-buy in my opinion. |
#2
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I agree with your thoughts Raellus. I've been using the NPCs as per the book also.
It may not sound like i'm answering your question. But what i mean is, higher NPC stats does feel more realistic and it may also mean more PC life loss. But there are other decisions or factors that also impact PC life loss or saving. I'm still struggling for balance. Also, war isn't fair. My APC was driving down the road the other day, failed his recon roll, and suddenly the enemy had surprise and initiative and my APC is coming down the middle of the road. As a player what can i do? An APC driving down the road is normal, not a risky decision. Yet now the enemy had the drop, oh, and an RPG!!! Perhaps what i'm saying is. If your PCs are in enough fire fights. Even against NPCs with low dice levels. Eventually, even in spite of good decision making, statistically your PCs will take some losses. Which is why in movies (saving private ryan, platoon, real life ...) when PCs last the full term of war/movie/enlistment and leave alive ........ it is such a relief.
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"Beep me if the apocolypse comes" - Buffy Sommers Last edited by kcdusk; 07-29-2023 at 10:57 AM. |
#3
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I think it's important to remember that the book NPCs are standard and representative of the most common opponents encountered - infantry. It's not saying "all orcs have these stats." For vehicle crews, my solution has been to give them Heavy Weapons and Driving equivalent to the printed Ranged Combat, then drop Ranged Combat by one step.
Something I've seen is that the most important enemy trait in determining relative threat is Coolness Under Fire. My players aren't afraid to establish belt-fed dominance early, and a suppressed NPC is one who isn't shooting back. - C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#4
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module Last edited by Raellus; 07-29-2023 at 03:54 PM. |
#5
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Social conflict question.
Person A is trying to convince Person B of something, A outranks B. Does person A get a +1 to convince them (I say yes). Real question though, does Person B get a -1 to their own roll since they are outranked? If so, by outranking someone you get a +1 for your own roll and impact them with a -1 for their roll - ie you get two benefits. Is this right or does only one modifier apply?
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"Beep me if the apocolypse comes" - Buffy Sommers |
#6
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I'm pretty sure the modifiers are only applied to the PC's roll. I'm basing this on conclusion on this line in the Social Conflict rules, which precedes the modifier lists, both positive and negative, on p. 61 of the PM:
"Each of the following factors modifies your roll by..." (emphasis added) It doesn't mention anything about applying modifiers to the opposing party's roll. -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#7
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It seems like a skilled mechanic should be able to scavenge at least some usable part(s) in less than 5 hours.
From the Players Manual, p. 86: SCAVENGING PARTS If you spend a shift scavenging parts from a functional or inoperable vehicle and make a TECH roll, you can find a number of vehicle spare parts equal to the number of you roll. If the vehicle you scavenge is permanently destroyed, you can still scavenge it, but you’ll find one less spare part, meaning you’ll need to roll at least two to find a single usable part. The vehicle you scavenge is permanently destroyed in the process, and can never be scavenged again, even by another person. I suppose that I could apply the Quick Search rule (sidebar, p. 143), but that seems a little too generous, as it doesn't require a character to make a skill roll. As someone with minimal knowledge of auto mechanics, I would have little to no idea what component I should pull from an APC or what have you. It seems like there should be a middle ground (between 5 hours minimum and unskilled scroungers spending much less time and essentially getting a freebie). Is it time to house rule this, or am I missing something? -
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#8
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I do not understand the time needed to strip some useful stuff off a vehicle. IT would only take a couple of hours to grab some of the more common and easy-to-grab things that are good like wire and other easy-to-pull things. I can understand 5 or so hours to strip down a vehicle totally down to the frame. And the amount of just basic parts is very low in my idea. If you are striving for a car that is running you should get more than 4 parts at max along with some electrical parts also and a few general since there are all kinds of things you can get from a car. I also ran a 2d6 for different parts if the ride was good. IF it has been worked over then the rule for just a couple of things makes sense.
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