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  • #16
    Originally posted by Panther Al View Post
    So basically less than .50 means rifle, and the larger stuff for Autogun Makes sense.
    More or less. A coaxial weapon would be fired using Autogun though, no matter what the calibre. Same with a tripod mounted 7.62 MG. Basically, if the weapon has it's recoil eliminated as a factor (like a coax) or uses the tripod recoil stats, it's Autogun. If bipod or unsupported recoil, then it's Rifle. There are a few exceptions to the rule though, but they're up to the GM to decide upon.
    Originally posted by B.T. View Post
    Are there any additional things to bear in mind (Firing bursts with AGLs)
    When you think about it, it probably doesn't matter too much about AGLs - it's a high explosive round with a burst area, near enough is good enough. With V2.0 it's a 1 in 6 to be dead on target, V2.2 and it's somewhere between 1 in 20 up to 1 in 4 at best. Chances are you're rolling on the scatter table for almost every round sent down range.

    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.
    Originally posted by boogiedowndonovan View Post
    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)
    Almost right. The initial term for 2.0 careers has a set list of skills. Each career has a varying number of skill points to spend buying from the dozen or so skills available. With only a few exceptions, you can change careers every term to get the first term list, but it's hardly worth it - 2 or 3 careers (after education terms) is about the limit. You also drastically reduce your chance of promotion each time you change which directly effects your starting cash and possibly NCO skills.
    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

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    • #17
      Originally posted by Legbreaker View Post

      Almost right. The initial term for 2.0 careers has a set list of skills. Each career has a varying number of skill points to spend buying from the dozen or so skills available. With only a few exceptions, you can change careers every term to get the first term list, but it's hardly worth it - 2 or 3 careers (after education terms) is about the limit. You also drastically reduce your chance of promotion each time you change which directly effects your starting cash and possibly NCO skills.

      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.

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      • #18
        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.
        Member of the Bofors fan club! The M1911 of automatic cannon.

        Proud fan(atic) of the CV90 Series.

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        • #19
          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

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          • #20
            Originally posted by Tegyrius View Post
            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.
            That is so true. I saw it happen with one of my players, and went ahead and let him fail a roll automatically when is character hit retirement age.

            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
            Member of the Bofors fan club! The M1911 of automatic cannon.

            Proud fan(atic) of the CV90 Series.

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            • #21
              Originally posted by Panther Al View Post
              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
              When I first ran an adventure to playtest the rules with my actual group, we had all PCs build with 3 terms. Those characters had been omitted after the test run. Every player had a chance to build a new PC. I let them choose:

              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 ber 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

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              • #22
                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

                Comment


                • #23
                  Originally posted by Legbreaker View Post
                  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.
                  Yep!
                  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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