RPG Forums

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

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 08-13-2009, 05:02 PM
leonpoi leonpoi is offline
Registered User
 
Join Date: May 2009
Posts: 173
Default Any unarmed combat house rules please

Does anyone have any unarmed (or armed melee) combat house rules that they would like to share because I'm pretty unhappy with the close combat rules in v1 and 2.2.

Also, would anyone like to clarify the wording in the 2.2 rules that specifies that a successful block uses up the next action. The wording is pretty clear that an unsuccessful block does not use up an action.

For my house rules I got rid of grapples, diving blows and throws; keeping only hand-strikes, kicks, and strangles; I thought that they were complicated and unbalanced. I've also made blocking kicks Difficult and not Formidable (because how else was the rule that states that an Outstanding Success on a block does not use the action) and because this one PC with UCD of 5 (rounded up to 7 with kicks) always Knocked Down opponents. I've also made blocking Short weapons with Long weapons Difficult and not Formidable for the same Outstanding Success reason.

I've been getting into harnmaster recently and would like to include some of the close-combat feel of that game.....but I'm happy enough with v2.2 to not consider a switch to gunmaster
Reply With Quote
  #2  
Old 08-13-2009, 06:03 PM
pmulcahy11b's Avatar
pmulcahy11b pmulcahy11b is offline
The Stat Guy
 
Join Date: Sep 2008
Location: San Antonio, TX
Posts: 4,347
Default

That's been a persistent problem with the T2K rules (v1, 2, or 2.2) -- they don't really lend themselves to decent hand-to-hand or melee combat rules. I've tried, but I've never really come up with anything useful.

I'll give you a tip, though: If you're going to sneak up behind an enemy with a knife to silence him, do not cut his throat. It looks good in the movies, but the truth is that cutting someone's throat make a LOT of noise. They gurgle loudly, and it's very hard to tamp down the noise from that.

OK, that had nothing to do with T2K rules, but I still think it's a good tip.
__________________
I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

Entirely too much T2K stuff here: www.pmulcahy.com
Reply With Quote
  #3  
Old 08-13-2009, 11:47 PM
Targan's Avatar
Targan Targan is offline
Moderator
 
Join Date: Sep 2008
Location: Perth, Western Australia
Posts: 3,749
Default

Quote:
Originally Posted by leonpoi View Post
I've been getting into harnmaster recently and would like to include some of the close-combat feel of that game.....but I'm happy enough with v2.2 to not consider a switch to gunmaster
Good Lord! Bless you my son.
__________________
"It is better to be feared than loved" - Nicolo Machiavelli
Reply With Quote
  #4  
Old 08-14-2009, 12:46 AM
leonpoi leonpoi is offline
Registered User
 
Join Date: May 2009
Posts: 173
Default

Quote:
Originally Posted by Targan View Post
Good Lord! Bless you my son.
yep, that one was for you!
Reply With Quote
  #5  
Old 08-14-2009, 01:56 AM
headquarters's Avatar
headquarters headquarters is offline
Registered User
 
Join Date: Sep 2008
Location: Norways weather beaten coasts
Posts: 1,825
Default in all modesty

I suggest you look at our houserules - compatible with V2.0 or 2.2 with a little tweaking .

The rules are in a sort of cumulative optional system ,meaning that you can make them more complicated for a one-on-one protracted melee fight or cut out the calculation and dice rolling and just dole out hits and damage in a melee ( fight with lots of guys)

Granted -there could be more done to refine and simplify these , but we did a few test fights and had fun .The grappling rules are time consuming but so are most rpg combat rules until properly ingrained in the participants .

here it goes :

http://thebigbookofwar.50megs.com/DOX/0-House%20rules/

we just di not like the meager melee rules in the original game and found some of it overly complicated and useless for the player in combat phases.This way we fel we have tilted the odds in favour of the highly trained fighter as we believe he would make mince meat of an untrained one in much shorter order than pr core rules...
Reply With Quote
  #6  
Old 08-14-2009, 03:29 AM
leonpoi leonpoi is offline
Registered User
 
Join Date: May 2009
Posts: 173
Default

thanks hq, I'll check them out. I agree with you about some of the unarmed combat rules being complicated and useless.
Reply With Quote
  #7  
Old 08-14-2009, 05:20 AM
Fusilier Fusilier is offline
Registered User
 
Join Date: Sep 2008
Location: Bangkok (I'm Canadian)
Posts: 568
Default

I don't want to hijack leonpoi's thread, but was wondering if anyone also has any rules/suggestions for HtH combat for online games to add?
Reply With Quote
  #8  
Old 08-17-2009, 08:28 AM
Antenna's Avatar
Antenna Antenna is offline
Registered User
 
Join Date: Sep 2008
Posts: 123
Default

http://www.ludd.ltu.se/~antenna/rnds/house/mart_p.htm

Antenna
__________________
SISU - the ability to show the warrior inside you in the right moment
------------------------------------------------------------------------------------------------------
SISUKNIPPEN - many of those with SISU
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 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 10:48 AM.


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