RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Twilight 2000 Forum

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 07-29-2023, 11:15 AM
Raellus's Avatar
Raellus Raellus is offline
Administrator
 
Join Date: Sep 2008
Location: Southern AZ
Posts: 4,329
Default

Quote:
Originally Posted by kcdusk View Post
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.
I agree, KC. Roll the dice enough times and, even with a couple of advantages, the odds are going to catch up and bite PCs. I recently found this out the hard way (see https://forum.juhlin.com/showthread....5391#post95391).

Quote:
Originally Posted by Tegyrius View Post
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.
That's more or less what I've been doing. I just wanted to see if that jibed with how other Ref's were approaching OPFOR NPCs. Great minds and all!

Quote:
Originally Posted by Higgipedia View Post
Mike Verkuilen's excellent Soldiers, Farms, and Refugees supplement in the Free League Workshop has really useful guidelines with four power levels. Each increase in power adds more attribute increases, skills, and specialties.
Thanks, Higgs. I'll check it out.

-
__________________
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.
Reply With Quote
  #2  
Old 09-01-2023, 10:07 PM
kcdusk's Avatar
kcdusk kcdusk is offline
Registered User
 
Join Date: Sep 2008
Posts: 522
Default

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?
__________________
"Beep me if the apocolypse comes" - Buffy Sommers
Reply With Quote
  #3  
Old 09-02-2023, 11:36 AM
Raellus's Avatar
Raellus Raellus is offline
Administrator
 
Join Date: Sep 2008
Location: Southern AZ
Posts: 4,329
Default

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.

-
__________________
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
Reply With Quote
  #4  
Old 12-04-2023, 05:10 PM
Raellus's Avatar
Raellus Raellus is offline
Administrator
 
Join Date: Sep 2008
Location: Southern AZ
Posts: 4,329
Default Scavenging Vehicle Parts?

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?

-
__________________
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
Reply With Quote
  #5  
Old 12-06-2023, 12:58 PM
Ckosacranoid Ckosacranoid is offline
Registered User
 
Join Date: Feb 2021
Posts: 27
Default

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.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 7 (0 members and 7 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

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 09:51 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.