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#1
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#2
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Phoenix Command is the only system I've used that's even more complicated than Gunmaster. I've never used it for T2K. It's probably a bit too crunchy even for me
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#3
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We loved it ... Once we got the hang of it, Combat ran smoothly and we could get most firefights done in a single sitting .
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#4
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I recently picked up Fantasy Games Unlimited's MERC off of DriveThruRPG and have been impressed with the system. All you need is four d6 max to play, and I got plenty of those! I also like the hit-location and 'bleeding' mechanic, like in TMP. I figure that it could be used for T2000 without much fuss besides working out medical assistance.
Otherwise, I've played T2000 straight from the v1 box set with only some small tweaks. I admit to being a 'less crunch' player, so I try to prune out some things to make the game seem 'less scary' to outsiders, since I'm always trying to push it on my group. ![]() |
#5
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Nothing wrong with Phoenix Command, its just a different style of play. I think Savage Worlds rules are the other end of the spectrum; extreme realistic detail as opposed to cinematic action. I fall pretty far onto the cinematic side of the field myself.
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#6
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I've never used any of the systems used in the game. GURPs by Steve Jackson games covers the physical and mental aspects for characters, as well as skills and skill rolls. There are two old Avalon Hill board games, Firepower and Squad Leader, that have much better game systems for ranged combat (hand-to-hand and body damage is covered by GURPs). Squad Leader has an excellent Morale Check system also (when you are under fire, you may have to make a morale check, and if you fail you 'break'- hiding behind cover and not returning fire), and the morale check system also covers what many gaming systems call leadership.
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#7
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I quite liked the damage location system in Millenium's End a transparent circular overlay placed over a picture of a human body in appropriate poses. The to-hit roll also gave damage location: the better the roll, the closer to the centre of the circle (the aim point) your shot went.
The closer you were to the target, the smaller the overlay you used. It also catered for the use of cover- put a sheet of paper covering the area of the body in cover, then the overlay over that and if the number rolled hit the cover instead of the target, then the cover either stopped the bullet or reduced the damage. The damage system was , on the other hand, very complicated indeed; depending on the velocity of the ammunition you sometimes had to calculate hydrostatic shock damage along with everything else. |
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