Originally posted by kaladorn:
That isn't so bad actually. I may have to look that up in T2K (2nd ed) to see if a version of it is transferable. The only problem was the granularity in T2K v 1.0 was pretty low - a 1 point difference was fairly significant. A coolness of zero (the best wasn't it?) was pretty handy.
Actually I think it is so bad. It's one of the gripes I have with TNE and T2k 2nd ed. Your initiative dictates when you act in an order of combat, call it munchkinism if you like but all my players want a high initiative cause there's nothing worse than waiting for your initiative turn when NPC's are shooting at you! Especially when damage is implemented immediately at each initiative phase. But to get a high initiative it's simply the luck of the dice. Specifically a one time, one roll, of one d6, to base your whole characters military capabilities upon. Screw up that one roll and you're screwed for combat for all time. (until the GM lets you gain on your iniative rating that is) Specifically in T2k military(serving) roll 1d6, reservist roll 1d6/2 round up, and civvies or drafties (all chars were "in service" in t2k)roll 1d6/2 round down.
TNE is essentially the same system. My, and that of my players, problem with this is it takes no consideration of the characters dexterity (physical speed of action) or their intelligence.
(mental speed of thought to action)My work around for this is posted somewhere else but it is essentially; add dex and int and your d6 roll result and divide by 5. round up if ever served, down if never served, and add one to final result if one or more terms in a special forces equivelent military career. Joe Average of dex 7 int 7 and d6 result of 3 and served 2 terms as a gropo will therefore have an initiative of 4 , equivalent to a "Veteran" npc and meaning he'll generally have to wait till after initiative 6 and 5 pc/npc's have had actions. Still it's better than his rolled 3 and reflective of his Dex 7 and int 7.
On a side note I'm thinking of changing to the 3d6 stat/3 + skill level task system I've found posted on these boards somewhere. Where task difficulty target numbers are set at 3/7/11/15/19 or whatever it was, because I'm starting to not like how heavily stats over/under balance skill levels (Assets) in TNE. My player's lost their medical doctor NPC in a fire fight in last mondays session, her strength stat of 5 and slug pistol skill of 1 required roll under 6 on d20 which she missed with all 5 shots

Meanwhile the scientist who was stronger, str 9 also with slug pistol 1 only had to roll under 10 on D20.
The Doctor was military drafted and had therefore undergone Basic training with Pistol whilst the scientist had picked up pistol 1 as a hobby. This divergence in applied skill levels is annoying me!