What is the difference between v1 and v2 Is the system and rules different Is v2 easier to run and play Are the rules more clear than v1 What are your opinions
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T2K v1.........or v2 ??
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V1:
1) Character Generation rules better
2) Task resolution OK, but could be better
2) Personal and fire combat rules better
3) Timeline better
4) Vehicle combat rules way too complicated
V2/2.2
1) Character Generation rules suck
2) Task resolution still OK, but could still be better
2) Personal and fire combat not lethal enough
3) Timeline doesn't make sense in several ways
4) Vehicle combat rules very streamlined and much easier to resolve
Basically, the biggest difference is that V1 is based on a d100 system, while v2/2.2 is a d20-based system. V2.2 improves on V2 in several ways, but I wish GDW had survived longer to make their own V3.
I'm sure there's more...I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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Since my high school days playing Runequest I've favoured d100 systems over anything else. I've only ever played 1st ed T2K but I have a couple of 2nd ed books. When I converted T2K to Harnmaster/Gunmaster I ported over a vehicle combat system using elements from both v1 and v2 T2K.
Basically I prefer rules crunchy over rules light so I tend to steer clear of anything that I perceive to be "dumbed down" in an RPG system. I know that it is a personal bias and probably not always fair to some of what I would consider to be "rules light" systems, but hey, at least I'm not kidding myself. I'm the first to admit that I'm a bit of an RPG rules elitist. I do understand the POV of those who believe that complicated rules get in the way of good storytelling. Long live diversity!sigpic "It is better to be feared than loved" - Nicolo Machiavelli
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I was playing v1 probably 15 years ago, or more. After more than a decade, I got v2.2 and started playing about a two years ago. In my opinion v1 was a too slow to play - vehicle combat is tough to resolve and very time consuming, and the initiative system requires a lot of thought (though I did like it in principle).
v2.2 is one of my favourite game systems for balance between speed and complexity. I've got houserules for autofire and a few other things, but mostly I play it as is. I do prefer the v1 timeline except that it's a bit out of date now (we actually use a combination of the 2 timelines, and in fact it really makes little difference once you start playing). I also really like the v2.2 character generation system.
I agree that personal combat is not lethal enough in v2.2. To get around this I've done a few things, but the most significant is reducing "hit points" roughly to 2/3 of the original number (e.g. CONx2 = STR rather than 2x(CON + STR) for chest). I think v2.2 also makes it too easy to heal, so I've used what I think is v1 healing.
At the end of the day I wouldn't play v1 simply because of the vehicle combat system. I grew up on Warhammer Fantasy Roleplay and therefore started in d100, but I prefer the d20 system of v2.2 (it's not d20 d20, it just uses 20-sided dice). I like it because you can just pick up a bunch of d20s and roll them if you shoot multiple bullets rather than having to roll multiple d100s, which is quicker. v1 actually has a strange abstract system for smallarms which bugs some people too (each "shot" is actually 3 bullets - this is probably why it's more "lethal"). v2.2 has a cool quick-kill rule for head and chest shots that I like because it means that even low damage pistol rounds can you kill you out-right and this puts fear into every combat.
In short, I prefer v2.2because it's more streamlined but still very detailed. I play it as is except a few house rules:- some weapons stats have been changed - just because I wanted to
- medical treatment rules have been slightly tweaked
- smallarms is tied to AGL not STR - recoil is still STR, however
- "Hit points" reduced
- Initiative system made a hybrid of v1 and v2.2 and the macro combat from ruins of warsaw (some suppression/morale rules also from tw2013)
- autofire at less than 1/2 of short range is at 1/2 skill and not 1/4. 5-round burst range increment also changed to S-5, M-3, L-2, E-1 because the rules as is had long range with 1-dice, which was a bit harsh.
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Originally posted by leonpoi View Postv1 actually has a strange abstract system for smallarms which bugs some people too (each "shot" is actually 3 bullets - this is probably why it's more "lethal")I hated the fact that the mag sizes were all a third of what they should be. If I remember correctly the designers commented about the thinking behind it somewhere in V2.
Author of the unofficial and strictly non canon Alternative Survivor’s Guide to the United Kingdom
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Leonpoi: d100 takes more time unless you're like me and have several d100s(actual 100-sided dice -- they used to make them) or use a computer program.
Like you, I also used a "point blank" range that is half of short range, where your chances of hitting are doubled, and in autofire, each bullet hit on a 1-3 on the d6.
I didn't like the 3 rounds = 1 shot of V1, though I really didn't like the vehicle combat rules. It could take 2 or 3 minutes to resolve one hit against a vehicle, and when you were designing new vehicles, you were often educated-guessing as to where the components of the vehicle were.I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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Originally posted by Twilight2000v3MM View PostI agree that the vehicle combat was complex but it was also very detailed. Which is good and bad.
@pmulcahy11b Re: d100, fair enough call, especially in v1 when you do less "shots"
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I think another argument for 1 shot = 1 round is that, even with automatic weapons, people are going to be taking more semiautomatic, aimed shots and short bursts -- by 2000, people simply can't afford to waste the ammunition on "mad minutes" anymore, and marksmanship will be more valuable than volume of firepower.
(Actually, it should be now as well -- suppressive fire has its value, but I think it's more important to kill your enemy than firing off thousands of rounds and simply causing them to withdraw, or hoping that some of your un-aimed fire hits someone. I say that as someone who did take the half a second or so that it took to put your sights on a target and kill them with one shot.)I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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I will agree with most of the above, Except that I preferred v2.2's character generation. I'm a fan of "lifepath" style characters, and so were most of my players. I used v2. almost entirely for Merc/crime, rather than WW3, games, so the chargen was a plus for people to make up all kinds of unique backgrounds. I'm still tempted to try it for an espionage game sometime.
I didn't feel that combat wasn't deadly enough, but upon reflection, the PCs did live pretty well. I prefer the autofire rule from v2, that's the one that sticks most in my mind.
Frank F. mentions Savage Worlds, I was thinking about that for T2k someday (or Cortex, I like it a lot, too), it would very likely flow quicker. I wonder if some of the loss of crunch might detract from the atmosphere. When I played most of my T2k, it was among wargamers who liked the level of complexity that felt like it should go with the complexity of the weapons & technology.My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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The problem I always found with the T2k "Term" character generation system is that you end up with too many senior NCOs and Officers and almost no characters who are either OR3 or lower in rank or under 29 years old.
I personally prefer a "point" based system where everyone has the same number of starting points to generate their character. The problem with using this method in T2k is that you (as a GM) have to force some decisions regarding ranks and essentially pick the players who you want to be the senior leadership of the unit (assuming that the PCs are still following a formal rank structure).
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Originally posted by Mahatatain View PostI personally prefer a "point" based system where everyone has the same number of starting points to generate their character. The problem with using this method in T2k is that you (as a GM) have to force some decisions regarding ranks and essentially pick the players who you want to be the senior leadership of the unit (assuming that the PCs are still following a formal rank structure).
I've found that in actual games, the player of the character that seems to know the best what they're doing usually ends up in charge, regardless of his character's rank.I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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The thing that bothers me about the character generation system of v2/2.2 is that it doesn't really allow for the diversity of skills and experience that many people IRL have, especially at higher rank or lengths of service. I've seen it posted several times on this board and its predecessors that they couldn't even generate themselves or many people they've known in life using the V2/2.2 system.I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes
Entirely too much T2K stuff here: www.pmulcahy.com
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