Page 5 of 5

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Wed 16 Dec 2020, 21:51
by omnipus
There is an add-on GM screen but AFAIK no one has seen it yet.

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Wed 16 Dec 2020, 22:07
by andresk
Yes, I ordered that as well, hoping it would contain something like previously described. But there's always a printer and a pot of glue as well :) .
But the main take was that while there's no need to condense such an extensive rulset into a bite sized piece, the core things probably should be (for the sake of players that will not go through a 100 page manual just to try out a campaign) and that the core ruleset should be specific and solid. Any flexibility should be up to the particular GMs, not to how each person interprets the ruleset (as that might lead to game-braking situations from the start) Just for clarification I've not done a deep-dive of the rules, but reading through them and reading other thoughts on the forum, there are several places in the alpha rules that are left quite vague, which would hurt the balance and approachability of the game as a whole. So whatever the reasons behind doing things one way or another, they should at least be precise and solid, that way there is a base for everyone to work from to their liking. No ambiguity.

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Wed 16 Dec 2020, 23:06
by omnipus
I'm sure they'll get there.

Meanwhile, for VTT use, I've gone ahead and made some of the reference screens you mention for combat, travel, and encounters. They are very spread out through the book so it is very helpful to have them accumulated.

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Wed 16 Dec 2020, 23:22
by GunnerGregory
So, a thought as I sat down to run a set of test characters...

The charts on pages 18-20 need to be touched up so that a table fits on a single page, rather than being partly on one page and partly on the next (e.g. 'Rumors' and 'Mood Elements - Woods'). This will make the Referee's life ALOT easier... It sure looks like there are a number of words unnecessarily broken across lines that would shrink tables and allow that.

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Thu 17 Dec 2020, 00:54
by Black Vulmea
The Builder specialty appears twice in the tables but it isn't defined anywhere - is it supposed to be the same as the Construction specialty?

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Thu 17 Dec 2020, 17:07
by Rasmus Nord
I've noticed a few things:

- I could be wrong, but the RPG 7V on pg 108 has Damage 7 and Crit 8, which seems off compared to similar weapons and the Soviet version which has Dam 7 Crit 2.

- The description of scrounging talks about successes (pg 137), but doesn't name a skill to be used for scrounging. It also doesn't clearly state - unlike hunting or foraging - that you can't do it while marching, and overall doesn't follow the writing structure convention of these sections. It came up in both the livestreams I saw, so it clearly leads to confusion.

- EDIT: I misread the text, and so you get one item per success, and I guess the bullet-value is where a lot of the usefulness is, if you can find a buyer.
Overall, I think the odds for finding something useful for scrounging by spending an entire shift seems very low - and thus players will quickly not do it, if they perceive the lack of merit versus foraging for food/water - maybe you get one roll on the table per success? Or maybe you can do it when marching, and then the lower chance of a useful find makes sense?

- The amount of water you can forage seem very vague. Do you find enough for the entire group - if you are carrying everyone's bottles or a plastic skin? Is it automatically clean water? If it is a well or a stream, it would naturally have all the necessary water, but it might be an old barrel with some rain water left. If you on foot only carry enough for one day, you would need to scavenge for water successfully every day. Can you scavenge more, if you can transport it on horse or vehicle?

Re: [ALPHA] Temporary Alpha Feedback Place

Posted: Wed 23 Dec 2020, 01:39
by Nevets
I had posted this elsewhere but thought it out to be here as well


I'm a long time time fan of Twilight 2000 and started playing 2nd edition back in the early 90's. I was very excited to see that Free League was resurrecting. I was nervous about how they would change it but I've been very happy to see what they've done. The alpha rules are solid and I hope they don't change them too much. A couple of tweaks here and there and we've got the perfect T2K game in my opinion.

That said I have been using some house rules in my games. These are rules that I feel would improve the game and I hope the people of Free League give them a look.
Maybe some of these rules have already been changed or maybe I have misread them. Let me know if I make any errors.

1) Rate of Fire
I love the ROF rules for the most part. The realistic consumption of ammo in a fire fight with the unpredictability of when your weapon runs dry are excellent for firefights. What I don't like is that auto fire does not actually improve your chances of hitting a target. This bothered me and all my players. 1 well aimed shot vs 1 well aimed shot with 9 extra bullets behind it shouldn't have the exact same chance of scoring a hit. Solution: If the shooter misses on their primary dice but roll at least 2 success on their ammo dice a hit has been scored. Extra 6's on ammo dice work as normal.
Now there is more reward for being less efficient with your ammunition.


2) Explosives and suppression
The rules state that you roll CUF after being hit with an explosive weapon. In my game you roll CUF if you were in the blast radius of an explosive weapon. This just makes grenades and such more useful. It also makes more sense to me. If a 120mm motor round exploded 10 meters away from me in real life and I somehow was uninjured, you'd better believe I'm still going to poop my pants! NOTE: This may indeed be how they intenened it. The use of the word "hit" made me unsure.


3) Hunting and Ammo Use
I've never known a deer hunter in my life who took down a deer by rapidly firing 6 rounds at it. I get that this could happen in the desperate survival situation that is Twilight 2000 but its still a bit much. In my game, if you take a sniper shot with a hunting rifle (or sniper rife) you can choose to fire just 1 round of ammunition.