Exactly.....I don't like using all the different die types, counting bullets, having to deal with the 'war game' rules in terms of counting squares and having a trillion different modifiers to keep track of largely based on that (this isn't a T2K specific thing for me personally, I like board games and I like RPGs, I DO NOT like combining them), etc., etc.
In essence, my first YZE game was Alien and honestly, most of the other ones I've seen seem to have added layers I'm not looking for.
Well, if you look at the Year Zero Engine SRD
here, you can easily convert most of your information:
Dice: Well, that one's easy. D=1D6, C=3D6, B=4D6 and A=5D6 (there's really no 2D6, sadly).
For converting NPC's and such, of course.
If you're making a character, just follow the formula here:
STARTING SCORES: Typically, you can distribute 14 points
across your attributes. You can assign no less than 2 and no
more than 5 points to any attribute.
KEY ATTRIBUTE: In many Year Zero Engine games, each ar-
chetype has a “key attribute.” You can have a maximum score
of 5 in your key attribute – other attributes are limited to a
maximum of 4.
For skills, you do this:
All skills range from 1-5 instead of D-A.
STARTING SKILLS: Typically, you can distribute 10 points
across your starting skills. In many Year Zero Engine games,
each archetype lists a number of associated skills. You can
only start the game with a skill level 3 in your archetype skills
– all other skills are limited to a starting level of 1.
Also, don't count bullets. Use the system you have in Alien (I forget which version that has).
But here's what it says in the SRD:
Ammunition for firearms can be handled in different ways,
depending on the technological level of the game setting and
level of complexity you want in your game. You can count ev-
ery bullet, handle ammunition via supply rolls (page 7), or
use the more extensive ammo dice system (see the sidebar on
page 19). Simple single-shot weapons need to be reloaded
after each shot. Reloading a firearm is a slow action.
Counting squares is nothing you have to do if you don't use battle maps. I come from a long line of theater of the mind games, so I usually just tell the players what distance enemies are at instead of having a battle map. "The russian that's shooting at you is 50 meters away", and that's easy since the ranges in the game are just x10 for meters range. (pistol with a range of 2 "squares" would have a range of 20, for example, since each hex is 10 meters across)
As for modifiers, just look at the SRD and use the modifiers there.
There's not a lot (in fact, I think it's the exact same as in Alien)
Honestly, though, just download the SRD. The conversion seems super simple. Hell, most of the "converting" will just be the A/B/C/D to Dice system. The rest can just be lifted directly from the SRD instead.
Combat and damage and such can be used directly from the SRD.
Sure, you'll have to convert the weapons and stuff like that, but it's mostly a case of ignoring much of the stuff that's listed on them (like; rate of fire, Reliability and Mag).
I think it would take you, at most, an afternoon of going through the SRD and converting the main stuff.
I have a fair bit of old 1st and 2nd Edition T2K stuff and while I haven't played it; the 2E seems fairly simple and straightforward....MUCH less crunch to me than the 4th Edition.....but people's minds work in different ways.
Well, one of the main complaints when the game was launched was the simplification. What can I say? People thought this version was too simplified.
Personally, I don't think that the 2nd (or 1st) edition rules were
more difficult, but rather there were a LOT more specifics.
Like 6 attributes instead of 4. 46 skills(!) instead of 12. Each language was its own skill, for example.
And so on and so forth.
So, just...
more rules. Not necessarily more crunchy (but, in my mind that means more crunchy)