Re: Twilight:2000 has GUTS
In reply to #4372 Twilight:2000 has GUTS
> In my case, along the way I realized that 2300AD's strengths are T:2000's > weaknesses, and vice-versa. I married the 2 systems. Here's how: Well, there's a simple explanation for that; Traveller 2300's game mechanics were the prototype for T:2000 2nd edition, and 2300AD is a slightly improved version of Traveller 2300. > [ contact damage to vital areas ] 2300AD has modified damage result rules: you roll a D10 on a chart, with modifiers based on the hit location. This makes it possible to survive a head shot, with the caveat that it's possible to die from having your right pinkie blown off. IMHO, it works well enough. Our biggest complaint with the 2300AD task system is an editorial one: 2300AD has a bunch of adventures where the characters are all wimpy (2, maybe 3 in their main skill and 0's and 1's everywhere else), and then made a whole bunch of formidable and impossible tasks that the characters had to perform. How do you roll 14+ on a D10 adding a skill of 2? I don't know how, but GDW seems to think it's possible... :-) Disclaimer: I'm biased; 2300AD is the only RPG I play right now... :-) - -- "If looks could kill, I | C. Harald Koch Alias Research, Inc. Toronto, ON would have to make a saving | [email removed] (work-related mail) throw!" | [email removed] (permanent address) -Gerry Smit, 19-May-92 | VE3TLA@VE3OY.#SCON.ON.CA.NA (AMPRNet)