#1
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2.X?
Hello all. Got my hands on an Amazon gift card for Easter, and went to check out what there is to see over there (for T2k stuff at least). They have the T2k 2.0 rule book in my 'price-range', but what's the difference between 2.0 and 2.2? Note: They don't have the 2.2 rule book anywhere on the site.
For all of those in my campaign, I won't be changing up the rules on you guys (80% sure), but I'm looking at this for the long-run, since I know the 2.X is in more high regard. Thanks for the help! |
#2
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The big change in 2.2 was an update to the core task resolution mechanic to use GDW's d20 (yes, years before D&D 3rd) house system instead of the previous d10-based engine.
ETA: For some reason, the PDF of the 2.2 rulebook is not available for stand-alone purchase on DriveThruRPG, though it is available as part of the 2.0/2.2 bundle. - 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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Character generation and initiative was also tweaked in 2.2. The screen doesn't cover those two issues.
You can look at the screen as a sort of 2.1 - includes some changes, but not all. Twilight Encounters includes pretty much the same 2.1 adjustments.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem Last edited by Legbreaker; 04-09-2012 at 09:18 PM. |
#5
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Of the two, my personal opinion is that 2.2 is the better of the two, so would be worth the effort to track down.
Either way, any of the versions can be a great deal of fun.
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Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#6
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Gotcha. I got Twilight Encounters and 1ed, so I'll be content for a while. I will look into getting 2.2.
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#7
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What Legbreaker said is correct, the Referee's Screen is indeed Version 2.1 and it has some slight updates to Version 2.0 but it still uses the 1D10 fropm what I recall.
Like others here, I too believe it's worth getting version 2.2 because, in grossly simple terms, it increases your Skill test base. That is to say: - Version 2.0 difficulty levels are only three, can't remember them offhand but I think it was Easy, Average, Difficult. All rolled on 1D10 Version 2.2 difficulty levels are five: Easy, Average, Difficult, Formidable, Impossible, all rolled on 1D20 (Note that Impossible does not literally mean it cannot be done, simply that it is very, very difficult). Plus 2.2 has some cleaning up of some skills and vehicle/weapon stats as well as the careers. |
#8
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I believe that the Autogun skill exists in v2.2 but not in v2.0 and that can make quite a difference.
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#9
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Quote:
For example, a strict reading of the rules appears to imply that autogun should be used for any weapon firing bursts - this seems a bit odd given that could be anything from an automatic pistol (such as the Stechin) right up to 40+mm anti aircraft guns fired using radar and computer tracking systems. Obviously a bit of common sense needs to be applied by the GM on a case by case basis.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#10
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Quote:
__________________
Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#11
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I tend to use small arms rifle for bipod mounted weapons and lighter, and autogun for mounted machineguns and up. My experience with the M60 leads me to feel rifle skill is the more appropriate to use on the ground. A character may suffer an initial penalty if they've only ever handled a hunting rifle or shotgun though, at least until they've fired off a few hundred rounds and/or been given formal military training by somebody experienced with the weapon in question.
I also tend to think underbarrel grenade launchers should still be able to be used with rifle skill as it was in 2.0, for direct fire at least. Using indirect fire is another matter which GL skill should be used for. Automatic grenade launchers are an interesting situation - autogun because they fire bursts, or grenade launcher because they have a fairly slow moving round on an arcing trajectory?
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#12
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Quote:
With AGL's I split the difference. Autogun for Direct Fire, GL for indirect.
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Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#13
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I let the players decide, wether they use "Small Arms: Rifle" or "Autogun", if they want to fire light or medium MGs.
Up to now I used "Autogun" for heavy MGs and automatic GLs. But it makes some sense to use the Grenade Launcher Skill for indirect fire. @ Panther Al: Are there any additional things to bear in mind (Firing bursts with AGLs)?
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I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#14
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Hi,
I prefer 2.2 over 2.0, no real reason besides the fact that it is the last version of T2k. I haven't cracked open the 2.2 rulebook in awhile but one of the big things that players don't like is that the older your character gets, the less skills they can obtain. In 2.0, after first term, your character gains a set number of skill points per term, 4 points I think, that can be allocated amongst your career skills. In 2.2, after first term, your character gets 4 skill points, then as the character ages, the number of skill points decreases. I think they made up for this by giving more first term skills as well as zero level skills (no penalties basically) of course my players tried to game the system and switch careers every so often but I kinda discouraged that. (no one else wanted to be GM so I got to make the rules). I ways always more into the "role-playing" aspect vs the "roll-playing" 2.2 also replaced the LAV-75 with the M-8 AGS... |
#15
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I myself fancy a bit of 'role-playing' over 'roll-playing'.
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#16
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Quote:
Quote:
Autocannons firing explosive rounds could probably benefit from rolling for scatter too with added emphasis placed on long or short rounds and greater distance if they do fall short or go long. Quote:
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#17
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I had forgotten about the reducing chances of promotion or starting cash. Some of my players didn't care about that. I had one dude who once he found out that 2.2 reduces your skill points as your character ages, threaten to quit. Long story short, he wasn't a good fit and quit anyways. |
#18
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The reducing skill points is the only really serious beef I have as far as chargen goes in 2.2. The way I did it was that the points available was reduced by one every *other* term instead of each term.
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Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#19
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I see the design intent but I think the implementation could've been better. Part of the problem is that the end of character creation is still random, so with a series of bad rolls you're just locked into a succession of 1-point phases while watching your attributes creep lower and praying for the war to start...
- C.
__________________
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 |
#20
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In hindsight, I should have had a mechanism to cover volunteering for the war. Its 50/50: You take a hit on starting cash, but it maxes out your skills vs. age. What I am thinking is this: A player can say: Next term is my war term. He doesn't get the double skills it normally allows, but he is still able to take a secondary skill, and one additional MOS skill. Promotions are as normal. Does this make sense, or is it pure crap?
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Member of the Bofors fan club! The M1911 of automatic cannon. Proud fan(atic) of the CV90 Series. |
#21
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Quote:
1) Stick to the rules with a risk to play an old fart with low Agility and Strength or 2) build a character with 4 terms. Now I would do it a little different: Just let the player decide, how old his PC should be and go for that. After all, the players should be able, to identify with their characters. In my group, the most players chose to have a character with 4 terms. The only player, who did it with the original rules (so not knowing, how old he would be) had a special idea in mind: He plays a former Marine Sniper, Gulf War veteran, who later on was a host of a TV cooking show, "Angel cooks", where he introduced the couisine of foreign countries to the TV audience. Therefore we changed the skills, he received during his Media career. I think, you can build almost any character, if you do not stick to close to the character generation and let players play the characters, they want to. Although I strongly reject to build a bunch of über snake eaters. But thats my personal way and moving this OT. One last thing: I let the background skills open in the beginning of charater generation and let the players decide on their background skills, when they know, how old the character is. It gives a chance, to flesh out the character more fitting. Someone, who was born in the 50ies would not have Computer skills from the first 17 years of his life.
__________________
I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
#22
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I tend to allow players to decide before they make the war roll if they want to purposely fail or take their chances. If they choose to end it then they get the same war term skills as normal (double for US regular troops, normal plus secondary activities for European draftees, etc).
It allows a player who knows they're going to loose stats due to age to pull out a bit early, maintaining their attributes, but sacrificing the chance of greater skill (and the possibility of maintaining their attributes anyway if they roll well). With regards to background and secondary skills, if the player can justify why they should have say mechanic, then I'll probably allow it. Some skills though are just never going to be available outside formal training from the first or subsequent term lists - Nuclear warhead, or any type of heavy weapons for example.
__________________
If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#23
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Quote:
__________________
I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone! "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012 |
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