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  #1  
Old 05-06-2019, 04:52 PM
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Raellus Raellus is online now
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I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
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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
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  #2  
Old 05-07-2019, 09:00 PM
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Originally Posted by Raellus View Post
I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
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Old 05-08-2019, 01:51 AM
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Lurken Lurken is offline
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Originally Posted by StainlessSteelCynic View Post
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
Oooh, I like that one. I'll use that in the future.
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Old 05-08-2019, 06:20 PM
swaghauler swaghauler is offline
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Oooh, I like that one. I'll use that in the future.
There are several decent rules in TW2K13 that can be "retrofitted" to the other editions.

- They have the best Coolness Under Fire rules in my opinion.
- The use of QUALIFICATIONS (essentially a skill within a skill) is a very good idea.
- Their scrounging rules are second to none.
- I even like how they do Frag and Concussion (called Blast Damage).

It is worth picking up and Far Future Enterprises has it on CD-Rom.
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  #5  
Old 05-08-2019, 06:23 PM
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Originally Posted by StainlessSteelCynic View Post
Your use of Inspiration Points reminds me of one aspect of the 2013 rules that I rather liked - the ability to sacrifice a piece of "useful" equipment to negate a damaging wound. By "useful" the implication was that items such as spare magazines, water bottles etc. etc. could be sacrificed but useless items could then be prevented from being hoarded to "trade in" whenever a wound was received.
I've done this unofficially quite a few times, as GM. I wonder if my players realize that I'm deliberately helping them out, and whether they appreciate it or resent it.
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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; 05-08-2019 at 06:33 PM.
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  #6  
Old 05-08-2019, 06:08 PM
swaghauler swaghauler is offline
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Originally Posted by Raellus View Post
I too have experimented with using the Advantage/Disadvantage mechanic in my PbP T2K campaign. I see granting Advantage as a way to reward player effort. I don't think I'd implement disadvantage, though- the world of T2K is harsh enough.

I've also toyed with Inspiration Points, which are awarded by the DM/Ref for creative gameplay, problem-solving, exceptional RP'ing, and that sort of thing. A player can have one IP at a time and cash it in at a time of his or her choosing. Oh, your player just took a round to the head, resulting in an insta-kill? Cash in that IP and we'll re-roll the enemy's to-hit chance or the hit location. Want to throw that frag into the open commanders hatch of a T-72 at 20m? Cash in that IP to get two Thrown Weapon rolls.
You're limiting your options not using DISADVANTAGE. It is the ideal mechanic for a temporary penalty due to player positioning or behavior. It would be useful for inflicting penalties on the "bad guys" too.

I like the INSPIRATION mechanic BUT two of my players come from the "gritty realism" camp and might not approve. The other two come from the "in video games every hero is invincible after the third encounter" camp. I must walk a fine line between the two camps.

This is my one really major complaint about D&D 5e. It creates "superheroes" NOT "adventurers" in the vein of old AD&D. The FEATS are over the top and EVERY CLASS has access to magic. WTF? Give me what my nephew calls "Vietnam Era AD&D" every time!
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Old 05-08-2019, 06:41 PM
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Originally Posted by swaghauler View Post
You're limiting your options not using DISADVANTAGE. It is the ideal mechanic for a temporary penalty due to player positioning or behavior. It would be useful for inflicting penalties on the "bad guys" too.
Maybe, but I feel like players punish themselves within the rules by taking foolhardy, reckless actions. If a player charges a machine gun nest across 100m of open field, logical consequences will very likely follow. Rolling Disadvantage against the PCs in additional to circumstantial factors is practically a guarantee of disastrous results. I'd never thought about using it for OPFOR, though.

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Originally Posted by swaghauler View Post
I like the INSPIRATION mechanic BUT two of my players come from the "gritty realism" camp and might not approve. The other two come from the "in video games every hero is invincible after the third encounter" camp. I must walk a fine line between the two camps.
I get it. As a GM, you've got to be judicious, and set reasonable limits.

-
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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
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  #8  
Old 05-09-2019, 03:32 PM
swaghauler swaghauler is offline
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Originally Posted by Raellus View Post
Maybe, but I feel like players punish themselves within the rules by taking foolhardy, reckless actions. If a player charges a machine gun nest across 100m of open field, logical consequences will very likely follow. Rolling Disadvantage against the PCs in additional to circumstantial factors is practically a guarantee of disastrous results. I'd never thought about using it for OPFOR, though.



I get it. As a GM, you've got to be judicious, and set reasonable limits.

-
I have a "min-maxer" (our European members would call him a "munchkin") I have to keep a tight reign on. To give you an idea of how bad it is, He played a BUGBEAR Barbarian/Bard multiclassed character in D&D5e. He literally "dissects" a rulebook looking for "exploits" to increase his chances of dominating the game.
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Old 05-09-2019, 10:13 PM
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Originally Posted by swaghauler View Post
I have a "min-maxer" (our European members would call him a "munchkin") I have to keep a tight reign on. To give you an idea of how bad it is, He played a BUGBEAR Barbarian/Bard multiclassed character in D&D5e. He literally "dissects" a rulebook looking for "exploits" to increase his chances of dominating the game.
Yeah, got one of them here two. Delves deep into the books to find the absolute "best" mix of class/race/skills.
Have another who tends to fudge rolls if you're not closely watching each and every one. Not sure which of them is worse....
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Old 06-13-2019, 06:58 PM
swaghauler swaghauler is offline
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Yeah, got one of them here two. Delves deep into the books to find the absolute "best" mix of class/race/skills.
Have another who tends to fudge rolls if you're not closely watching each and every one. Not sure which of them is worse....
That's a tough one there. The rolls guy would HATE my games. I use the roll as a sort of "narrative tool" during play. I have my players roll the To Hit die, the Location die, and the Damage dice all at the same time. This allows me to instantly see...

- Was there a hit?
- Where was the target hit?
- How badly was the target hit?

I can then "narrate" the hit to the players very quickly and precisely and keep the action flowing. I tend towards a more "cinematic" style these days (to keep my younger player's interest) and being "descriptive" really pays off.

I have even thought (HARD) about adding in Special Effects like those found in Legend/Mythras that will allow the Characters to gain such Effects if they roll either 5 or 10 UNDER the needed score (with lesser Effects at 5 and the better effects at 10) on the Task roll.
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