T:2000 Comparison (Repost)

By Robert S. Dean ·

TML message #4367From bundle 362

      A QUICK COMPARISON OF TWILIGHT:2000 (2nd Ed) and MEGATRAVELLER
                     AS APPLIED TO THE REVISION TOPIC

With all the discussion going on, I decided I better have another look at
Twilight:2000 just so that I could discuss the issue from a position of
lesser ignorance.

As far as I can see it, the main things that a Traveller set of rules would
use from Twilight:2000 are the character generation system (about 35 pages
including a lot of illustrations and World War II/Earth specific material
that would need to be completely altered), the "How to Be a Referee" (13
pages, fairly generic, but does include 2 pages on skill use resolution),
and the combat rules (35 pages, but does not cover a lot of science fic-
tional material presumably needed by Traveller.)  That's 83 pages out of
280, and it includes a lot of material that would need substantial rework.
Is it really worth sacrificing almost complete compatibility with all
previous referees' work and existing products in order to provide a poten-
tial new player a boost up by letting him roll 2d6-2 instead of 2d6 in
character generation, and 1d10 instead of 2d6 for task resolution?  I don't
think so.  I know that I have played a lot of games, but once the whole
concept of being the gamemaster and winging it with no more than a vague
idea of "Simple, Routine, Difficult, Formidable"  and a few die rolls has
been absorbed (rather Difficult (-:), the additional business of shifting
between 1d10, 2d6 or Skill(d6) between different games is fairly minor.

A Twilight:2000 character has six characteristics generated by rolling 2d6-
2 (with a reroll on a zero result).  A Traveller character has six charac-
teristics generated by rolling 2d6, and can gain values of up to 15 in the
generation system.  The difference is that T:2000 substitutes Charisma for
Trav's Social Standing.   Both games now use four year 'terms' to add
experience.  Most T:2000 terms will give a character 3-4 skill levels.
Most Traveller terms will give a character about the same.  In T:2000 a
skill is functionally limited by the value of its 'controlling characteris-
tic'.  That is, if I have a character with a strength of 1, it will be
difficult gain a high level of skill in Small Arms (Rifle) for an example.
(Hmmm...).  In Traveller, a character is limited to a total of his educa-
tion and intelligence in skill levels.  I have an unsubstantiated (mathe-
matically) gut feeling that a skill level in Traveller is worth more than a
skill level in T:200).  (See success chances below.)  In T:2000, a charac-
ter gets seven hit locations calculated on his body.  Traveller used an
abstract system.  I have a few problems with the execution of the system in
T:2000, but there's nothing too terrible about the idea of hit locations
(other than that fact that they will be mostly irrelevant to a non-combat
heavy game).  A T:2000 character with average strength and constitution
values of 5 will have 10 head hit points, and 30 chest hit points.  A
critical wound to the chest (more than 2*h.p.) will knock him unconscious.
That is to say, 61+ points of damage.  This is the same value required to
render an elephant unconscious, and can be delivered by 3 average
damage .50 caliber machine gun bullets, 9 average damage M-16 5.56N bul-
lets, 18 average 9mm pistol bullets, or 25 average arrows.  "It's safe to
charge them--all they have is a hunting bow..."

Regarding skill levels, I present the following chart, showing the chances
of various outcomes using the T:2000 system.

Skill    Outstanding Success  Success   Failure   Catastrophic Failure
  1              0%             10%       36%               54%
  2              0%             20%       40%               40%
  3              0%             30%       42%               28%
  4              0%             40%       42%               18%
  5             10%             40%       40%               10%
  6             20%             40%       36%                4%
  7             30%             40%       30%                0%
  8             40%             40%       20%                0%
  9             50%             40%       10%                0%
 10             60%             40%        0%                0%

Since a typical very skilled Traveller has a three or a four in his main
skill, it can be seen that a Traveller skill level must be worth more than
a T:2000 skill level (otherwise most ship's engineers would damage their
drives on a routine repair attempt 28% of the time.)  So,m a typical T:2000
character is probably less capable at any given age than a typical Travel-
ler character.  This, by the way, is my major objection to T:2000/2nd as a
revision of T:2000/1st---given the background, I thought that having par-
ties made up of extremely capable characters was quite reasonable.  A
T:2000/2 party wouldn't last very long up against a T:2000/1 party.

If a revision consisted only of grafting on a combat system based around
the seven hit locations and so forth, I'd have no strong objection.  After
all, it's been done before.  As someone pointed out, a NewTrav would repre-
sent the fifth or sixth personal combat system.  I think that this could be
done in such a way as to leave the current character values the same--a two
point shift in the average value of characteristics can be compensated for
by a shift in weapons' damage values, if necessary.  I think a move toward
a less random character generation system would be acceptable, providing
that the average number of skills gained stayed about the same.  I think a
move to the d10 skill resolution system and away from the 2d6 universal
task system is a bad idea, unless compensated for by an increase in the
average level of skills, which would be a bad idea because of the compati-
bility problems.  Tasks are one of the few non-problem areas in MT, at
least in routine usage.  (I usually trim back on the fumble rolls when in
actual play.)

Enough for now.

Rob Dean