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I'll apologize if this is not the right place, but can someone summarise the differences between the mechanics of T2013 vs T2K V2.2?
Thanks, Uncle Ted |
#2
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Version 1: A percentile based game (you have a 40% chance to hit him). Version 2: A slightly simplified system that included the revolutionary recoil rules and a Skill System based on a 1d10 roll. Version 2.2: An "enhanced" version 2 rule set that transitioned to the 1D20 die roll system and added a "controlling attribute" to the skill level which created an asset for a beginning target number (ie. Small Arms skill level 2 + AGL of 6 equals an asset of 8). Version 2.2 was the most "polished" of the editions but I believe version 1 was "smoother" in play for most beginning players. It's hard to beat a simple percentile system. Twilight 2013: The game to uses a specialized gaming system called The Reflex System. In the Reflex system; The character's attributes (base attributes are from 1 to 10) are used as "base target numbers" for any skills the character has learned. This base target number is modified by various bonuses and penalties. Skill levels are not used directly for task resolution though. The character's skill levels are referenced on a chart to get a "Skill Rating" from Unskilled through to Master Ratings. Each of these ratings allow one or more dice (from 1 die for Novice, up to 5 dice for Master) to be rolled. To determine your success in the Reflex System; You take the lowest successful die roll and subtract it from your target number. To this number you will add +2 for EACH additional successful die roll. The total of these numbers is your Margin of Success. This Margin of Success is used to determine the effect of your success in game. You would also have a Margin of Failure if none of your dice rolls succeeded. Twilight 2013 had some issues due to the complexity of the Reflex System (they can be math heavy and therefore cumbersome in use) but was pretty well written. Some of the rules are better than the previous editions. I like the reconstruction rules, The psychological damage rules and the rules on Coolness Under Fire (the best thought out of these rules in all of the editions). In fact; I'm mixing and matching the aspects of all of the editions which I think work the best. I primarily use the version 2.2 rules but include elements of all the editions in my game. Last edited by swaghauler; 07-24-2015 at 09:18 PM. |
#3
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Well one thing that should be brought up is that most of the differences between variants are not stat based.
example: the M1A1D is just a M1A1 with a new digital package added, basically GPS and battlefield computers. Also some of the tanks are just older tanks with different names. Exp: Type 59 MBT (T-54A),Al-Hussein (Challanger 1),Olifant 1 (Centurion), ETC. The thing that would be the most work is the armor ratings because most if not all of the other stats are on the internet. |
#4
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#5
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Missed this until now...
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- 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 |
#6
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I'll take your word for it. The Swing was supposed to come out in the Reflex system about a month after TW2k13. Twilight got set back and didn't release when it was supposed to (took me 6 more months to get my copy) so I made the (apparently wrong) assumption that The Swing made it to print first (since it was only an update on a older game). I do know of the older Swing your speaking of. It used a system known as The Step System but I have never managed to get hold of either version (if the Reflex version was even released). Thanks for the clarification, I modified my previous post to prevent confusion.
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#7
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Greetings All!!!
I hope to get answers to my 2013 questions... Only two to start with: 1) Medic, as an EMT (or general medic), can you guestimate the Muscle/Fitness loss for a Coma? 2) On page 175, the example at the bottom of the first column says "A critical injury reduces Pete’s Muscle from 9 to 8." Yet, when I look into critical injuries, there is no mention of possible loss of Muscle... Did our author forget something? Sorry if these are a bit much, all at once, but I have a game I'm running that could have such challenges... ![]() |
#8
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As a medical professional (registered nurse with experience from EMS, OR, ER and ICU, not to mention Combat Medical NCO), I would say one loses one point of both every three days, unless someone administers physical therapy and the character in question passes a Fitness check.
However, the rules state as follows: Quote:
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"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013. |
#9
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I was thinking of Coma as a life phase (i.e.: with physical therapy, etc. [Think Steven Seagal in Hard to Kill]). Also, I wasn't referencing the Physical Therapy portion of page 175... I was referencing the lack of an explained condition of critical injury causing Muscle loss...
I guess I was vague. ![]() 3) How would you go about custom gunsmithing for an expert, or higher, Artisan (Gunsmithing) with an average Education? Thanks for the info so far! Tg |
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Tags |
air combat, expanded medical rules, tw2013 weapons, tw2k13 |
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