The Twilight 2K system.

A thread of 2 messages, 4 December 1991 to 5 December 1991, in the order they were sent.

#3240 The Twilight 2K system.

In all this talk of how to improve MegaTraveller, and Traveller, The
New Edition, many of you have stated that you have not seen the
Twilight 2K system. Here is how it works in a nutshell. BTW, I have
only read thru most of the rules, not all of them and it was only one
reading at that.

There are three levels of Difficulty.

Easy, Normal, and Difficult.

The roll for Easy is your skill level X2 or less. So if you have
Wheeled Vehicle 3 an Easy task would be to roll a 6 or less, on a D10
I believe, I could be wrong about the dice involved.

For a Normal Task the roll is your skill level or less. So in the
above example you would have to roll a 3 or less.

For a Difficult Task, the roll is half your skill level, rounded down. In the above
example you would have to roll a 1 or less.

I think this Elegant in and simple. It is easy for the both the GM
and the players to learn. Someone mentioned that you have no way of
succeeding in something that you don't have a skill in. I disagree
with that, this is a role playing game, and the first thing that I
learned about role playing games is that the GM makes the rules.

So I don't have the skill to fly that airplane, if I am foolish, or
desparate enough, to try then the GM will have to assign a task such
as possibly my computer skill because I played lots of flight
simulators. Of course with my Computer skill at say five, I only have
a 20% chance of getting that plane off the ground, and probably less
of a chance to land the sucker. I personally think that my own
chances of taking off and landing a plane, would be less than 20% but
then this is a game, not real life, and our characters are the
exceptional people in this world not the normal ones. If we were
playing normal people then this wouldn't be role playing it would be
life. :-)

Anyway that is the basic Task system. I like it, I never really liked
MT's never could remember which number was for which difficulty
level. Also Combat drove me insane, and who runs all there Traveller
adventures with out combat.

The combat system is just as easy, auto-fire is handled separately.

To hit a Close range it is twice your skill in the weapon that you
are using.

To hit a medium range it is your skill level.

To hit a long range it is half your skill rounded down.

All weapons do the same damage no matter what the range. The theory
being that with modern weapons you don't lose much in power in these
short ranges. We're talking for the most part less than 1000 meters.

I forget how to handle body armor, but it is easy, and I understood
it on the first reading. I just can't remember and I don't have the
book with me.

Auto-Fire is better than the first edition of 2K, but I still think
needs a little work. The way I think it works is you roll the number
of dice and anything that misses is rerolled on adjacent targets.
Like this:

Your auto-fire rate is 5 that means that you roll 5 d6, every 6 you
roll is a hit on the primary target, any dice that are not 6's are
rerolled and any 6 in that group is a hit on an adjacent target. What
limits auto-fire is the recoil rate of the machine gun being fired.
If you are stronger then it is easier to control the recoil of the
gun. I don't know if this is the way it is in real life, I have only
shot a .22 at tin cans, and a shotgun, also at a tin can. I am sure
that if it is not like real life, someone will tell me. :-)

Greg



- -------------------------------------------------------------------------------
Greg Givler                        | Q-Link: GregGivler
Analyst - Systems Evaluation Group | CompuServe: Greg Givler 76702,647
Commodore Product Assurance        | GEnie: [email removed]ivler
[phone removed]                    | The NET: [email removed]
- -------------------------------------------------------------------------------
 "By the way, don't eat the figs." - Livia to Tiberius after the death of
                        Augustus - I, Claudius PBS
===============================================================================

#3256 Re: The Twilight 2K system.

I just finished reading Greg's post about the TW2k system and since I have
been actively playing it since it came out I figured I'd clarify a few items
and put my own comments in.

If you aren't interested in the Twilight:2000 system you should skip this
message.

Overall I like the game very much because it does a good job dealing with
the activity most likely to kill a character, combat.  Of the remaining
activities, in any good game, 90% can be resolved by the GM without the need
to consult any rules.  And let's face it, a good GM is what makes or breaks
a game.

My first requirement for a rule system is playability.  Realism, however
cannot just be thrown out the window, the game has to basically 'feel' right.

That said, a few things about the Greg's post that could use a little
clarification.

To hit determination: there are two types of shot: "quick" or "aimed"
aimed shots make the task one level easier.  All shots are considered
quick unless the character uses the preceeding phase to aim.

Example: given a character with skill 7 in a weapon. Roll 1d10, a 10 is always
a miss, a 1 is always a hit.

Shot type	Range
		Close	Medium	Long	Etc.
Aimed		14	7	3		(round to nearest & .5 = 0)
Quick		 7	3	2

Recoil:
All weapons have 1 or 2 recoil values.  1 for single shot(SS) recoil and
another for recoil when firing a burst, if the weapon is capable.
You take the total number of shots fired in a round times the individual
recoil value to get a total recoil.  If the total recoil is greater than the
characters strength, you subtract the difference from the to hit die roll.
Example: recoil of M16A2 SS is 3. Fire 3 shots for total recoil =9. Character
strength of 7 results in a -2 on all to hit rolls in round.

Damage: In the first edition of TW2k weapon damage used to drop off with
range.  In the second edition they just left the number constant. I like
it, much more playable.

Auto weapons fire: Weapons capable of automatic weapons fire have a Rate Of
Fire(ROF) value: standard values are: 10, 5 & 3.  Ignoring recoil for the
moment, this is the number of d6's you roll at close range. Each '6' that
comes up means 1 hit on target.  Half of all remaining dice rolled are rolled
again if there are any other targets adjacent to primary target, again '6's
hit.  Modifiers: each range band reduces the number of d6's rolled by: 3,2,1
respectively, minimum of 1; total recoil greater than strength reduces number
of dice by difference, 1/6th hit chance stays same.


Problems with the system:
A supplement, Infantry Weapons of the World(IWW), is available and fixes some
of the weapon statistics problems and introduces some of it's own.

IWW finally makes pistols deadly, previous damage numbers were so low that
  no character would use one.
IWW adds the "instant kill rule". Simply put characters can now die from
  smaller arms with just one shot.
IWW`s problems: It gives the formulas used to calculate damage and recoil
  values and then goes on to use numbers that don't fit the formulas given.
  Inconsistent damage numbers: ie M16A1 does 2 dice damage while M16A2 does 3.

Some skills should have an initial level based on the characters attributes.
The worst situation we've run into is the thrown weapon skill when using a
grenade.  Basic military skill give you a level 1 in the skill.  According to
a strict interpretation of the rules, throwing a grenade successfully, ie
threw a window 10 feet away requires a roll of 1 on a d10.  This means that
90% of the time the grenade hits the wall and doesn't go through the window.
PC's stopped using grenades for a while since standing 10 feet from one was
not healthy.

Shotguns: uhhh, "interesting", nuff said.

Anyone who wishes to discuss the TW:2000 system is encouraged to email me.

Brian