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omnipus
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Re: Opinions on the game

Mon 05 Jul 2021, 07:37

There are no general equipment dice. There are ammo dice, for guns only. Most automatic weapons have a ROF of up to 3 or 4, most semi-autos 1 or 2.

So for the majority of rolls you're rolling 2 dice (or 1, if unskilled). For most shooting, I'd say 4 or 5 dice is typical, but that's situational and depends a lot on your players as well.
Author, Central Poland Sourcebook -- now available on DriveThruRPG
 
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Fenhorn
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Re: Opinions on the game

Mon 05 Jul 2021, 07:42

Thanks for all the replies. Some interesting takes among them.

I've some mechanical questions to follow up with:

Your basic resolution roll is attribute+skill+equipment dice? Is that right?
So two variable dice and a number of d6s?

Whats the average dicepool like? 3-4?
In T2K4E all skill rolls are made by using one Attribute dice (d6 to d12) and a possible Skill dice (d6 to d12). All modifications to skill rolls (including by using gear) are made by increasing or decreasing dice steps (d8 to d10 or d12 to d10 and so on). In Ranged Combats you may add a number of d6 up to the weapons Rate of Fire.

edit: Ninj'd by omnipus :)
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sgt
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Re: Opinions on the game

Mon 26 Jul 2021, 16:56

Borrowing this thread..

..there's been a lot of talk about the T2K4ed combat system on this forum. However, the discussion is focused on ranged combat. A couple of questions regarding melee combat:

1. General opionion on the melee system?
2. How well/realistically does it scale with the number of fighters, e.g., 1-on-1, 1-on-many, many-on-many?
3. Is damage caused in melee (unarmed and armed) "realistic" enough and/or in line with firearms damage?
4. How does the melee fights usually end? Does it make sense?
4. A turn in ranged combat using ammo dice means shooting multiple times, possibly multiple targets, during one 5-10 second turn. Does the melee fight system have the same feel of abstraction?
 
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aramis
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Re: Opinions on the game

Fri 20 Aug 2021, 06:33

1: What's the grognard ratio? I'm looking for something to tell great military-style stories, while still having rules depth and granularity.

2: On the GM or ref front: How much in combat resource tracking for the GM? Tracking ammo and ablative armor? Tracking stances and modifiers?

3: Courage under fire: Is this rolled everytime someone fires at you? If so, how integral is it to the system? Could you house rule it without having to fix up the rest of the system?´

4: Gearporn: Lots of different weapons i hear. How big are differences between weapons/gear?

5:Whats the feel of the game? Tactical-sim rpg or narrative rpg?

6: Too many or few dice rolls? Lots of player option in combat or few?

7: How long are your typical firefight?

8: What does it do spectacularly?

9: Whats the worst thing about the 4th ed?


Thanks for all your honest and open answers! :)
  1. Some consider me a grognard, others don't, but I've been known to shake my cane and shout "Get offa my lawn!" That said...
    1. The combat mechanics are slightly simpler than 2E or 2,2E, way simpler than 1E.
    2. there is enough tactical richness that my reduced tolerance for complexity since running 1E in 1984...
    3. It's slightly on the cinematic side.
  2. Well....
    1. Infantry: 4 Atts, <4 skills (Mob, RCbt, CCbt, HvWp, Med), 2 morales, wounds (single digit), Armor (usually only 2 locations, and it can ablate.)
    2. Vehicle: add 4 more armor locations, and a reliability.
  3. No, not every shot. Every hit, or every suppress (the skill and att dice miss, but the autofire dice roll "hits." It'll play without using it, but it's the key thing that differentiates T2K from most other games. Extracting it is easy. Just don't use it. It will, however, make combats last longer and be far less realistic.
  4. Small enough that the M16A2 and M16A3 have no appreciable differens, and the A1 is different. Most small arms are pretty similar.
  5. Middle ground. It's not a high detail tac-sim; no HP by location, 10m hexes, 5-10 second rounds. But, unlike most other games in the YZE, it's actual grids, not arbitrary spaces.
  6. there's no objective standard for that. Players get two actions per round. about 2/3 have rolls.
  7. Plays about 30-40 minutes with 3p in our first two sessions.One of those was about 8 rounds, the others under 5. The 8 round involved a rather humorous jam of the MG on the BTR-60. Said Soviet BTR-60 wound up captured since the armor
  8. Firefights and remaining functional therein... or not...
  9. Lifepath as released gives way too much CUF. There's no way to lose CUF.
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