A few Responses...

By [unnamed sender] ·

TML message #4818From bundle 409

 John Driver asks:

 > Going through some old traveller stuff I noticed mention of a
 > d20 task resolution system that is designed as a replacement
 > for the one currently used by Twilight:2000 2nd edition.
 > I was wondering if anything had been published...

 Yes. The D20 system is described in the Twilight: 2000/Merc: 2000
 Ref's Screen, for $5.50.

 The D20 task resolution system can be summed up as follows:

 Skills (Fixed-Wing Pilot, Chemist, etc) are rated from 1-10.
 Attributes (Strength, Agility, etc) are also rated 1-10. Each
 skill has a Controlling Attribute that it is associated with.
 Tasks have a level of difficulty assigned (Easy, Average,
 Dfficult, Formidable, and Impossible). An Easy task is a
 D20 roll vs 4 times (Skill plus controlling attribute),
 Average = 2X, Difficult ^C= 1X, Formidable = 1/2, Impossible
 = 1/4. A 1 is an auto sucess, a 20 is an auto failure.

 If a character has no relevant skill, they can still try the
 task, but at one (or more) difficulty levels higher, versus the
 Controlling Attribute alone (doubles, halved, etc.). This makes
 having any skill at all very useful (it helps you avoid the extra
 level, and improves your target number).

 That's it in a nutshell.

 *************

 Rob Dean (answering Scott Kellogg)

 > [Scott} How many 120mm shells does it take to kill a Twilight
 > 2000 character?
 > [Rob] It depends on where it hits.  Since a 120mm DS round
 > (non-uranium) does 28 dice of damage, and an average character has
 > 60 hit points in the chest area, 28*3.5=98 points of average damage.
 > 98 points of damage to the chest would be a "serious" wound.
 > (No s***!)  This means that the average character would be
 > seriously wounded by such a hit, and would only have (?!) a
 > 10% chance of remaining conscious.  The second hit would
 > probably finish him ^Coff....if he's hit in the head, he's dead.

 In any game I ran, I would excerise referee fiat, and declare that
 any character hit by a 120mm round is dead, over & out. However,
 since we are discussing "strictly by the book" refereeing (something
 I've always disliked):

 The example was a good summation of the mechanics, but slightly
 unfair an _average_  character has only 30 damage points in the
 chest, not 60. This average character would be critically
 wounded by such a hit, and will go down like a stunned ox (if
 you use average values for the die roll, you ought to use
 average values for the hit capacity also).

 Now we come to the part that has disturbed a few people. An NPC hit
 in such a fashion is dead. A PC taking a critical hit in the
 chest automatically loses consciousness, and (again, following
 the letter of the rules) will die in 10 minutes unless he
 receives medical attention. "What medical attention can cure a
 120mm hole in the chest?", I hear people ask. Looking under
 "Recovery" we see that stabilizing a critical character is a
 task requiring Medical skill, and its level of difficulty
 depends on what medical equipment is available. The character
 dies if the task fails, or if the 10 minutes passes. (As I
 said, I prefer referee common-sense in a case like this...less
 die-rolling)

 This is a rather extreme example...the mechanics of most games look
 pretty silly at their extreme edges. This is the sort of thing that
 Space Gamer used to fill their Murphy's Rules page with,
 and they never lacked for subject matter...in anybody's games.

 Now, lets get to the implied question that's on everyone's minds, viz:

 "Are Characters too hard to kill in T2K?"
 (and, by extension, in TNE, since the same mechanics will be used)

 We have structured the T2K mechanics to err on the side of PC
 survival. We did this for a number of design reasons, the main
 one being the playtesters* really, REALLY didn't like it when
 their characters (generated with hours of loving care) got
 greased in the second or third firefight. In a game where
 combat occurs less often, a case could be made for more fragile
 characters than we have. Ours is not the only game that does this
 sort of thing, and we did it after careful consideration. The
 Quick Kill rule (which is detailed in the support material Rob
 has chosen not to buy) ameliorates the matter somewhat by making
 characters easier to do in under some circumstances.

 (* yes...we DID playtest Twilight)

 All things considered, we like the way the T2K2 combat system
 works, but we are considering a couple of minor tweaks for TNE.

 Wildstar: I've given the message about stutterwarp to Frank
 Chadwick and to Dave Nilsen.

 Loren K. Wiseman
        representing GDW, Inc.