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There seems to be a dearth of gaming material for current-day gaming, and v2.2 would seem to be a good candidate for base game system. Does anyone know of any fan work to stat up current-generation milspec for v2.2?
My recommendation (based entirely on personal preferences) would be to go for v2.2. The full compatibility with Traveller: The New Era is a good reason, for example. I’ve never played the T2K v2, but I know there are significant changes between v2 and v2.2. V2.2 is played used 1d20 to determine success or failure in a task roll, with five “standard” levels of difficulty based in the sum of the characteristic and the skill level, while v2 uses 1d10 and three different levels of difficulty. I found character generation in v2.2 much better than in the previous version. People say the combat rules are more detailed in the v2.2, too, though I cannot give precise information about that subject in v2. I’m quite happy with the combat rules in v2.2: the grade of detail seems intimidating, but with a little practice everything runs fluently and with a good feeling of detail. What I recall for sure of version 2 is the way to treat initiative. The combat turn is divided in phases and a character can act in the phase of his/her initiative number and in all the following phases below it. The poor players with low initiative characters could sit and wait a long time before they were required to act, if they have not choose to perform a repetitive action in the previous turn. I think is a good trouble both for playability and for the fun of everyone sitting around the game table. In v2.2 and in TNE, every character has one combat action at his/her initiative, while high initiative character (6 or higher) are able to perform one additional combat action at half his/her initiative.
And here you will see our summary of interesting links to fan pages about the game. It is in Catalan, too, but you must only make click on the links, so… Both Juhlin and Paul Mulcahy’s places are a must see. The last one is a famous place for the large database of vehicles and weaponry with game statistics for T2K v2.2. You will find updated equipment here, not only from the T2K official timelines.
Thank you Oddball, I am using Google Chrome as my browser and it automatically translated the pages to english, maybe not perfect but still amazing to breach the language gap.
Hello Putraack! I didn't know that other skills were added to the game after v2.2. I know that TNE has a more complete list, some of them (like act/bluff or bargain, as you said) very suitable for Twilight:2000. Where can I find them? Or do you mean to add new skills taken from the TNE list?
We indeed use some modifications in the Character Sheet. For example, we treat electronics as a cascade skill with three specializations (sensor operation, communication and repair/maintenance). But for the site we choose to make a “canonical” Character Sheet to avoid any confusion. Anyway, produce a new optional Character Sheet with new skills could be a good idea.
When working on a Morrow Project adaptation, I used the TNE Skill list. It made character generation easier and more customizable with "Categories" of skills and covered more actual fields than the more mil-centered T2Kv2.2.
I agree with all of the above postings. I love T2kv2.2 and TNE systems. Great games all around.
Hello Putraack! I didn't know that other skills were added to the game after v2.2. I know that TNE has a more complete list, some of them (like act/bluff or bargain, as you said) very suitable for Twilight:2000. Where can I find them? Or do you mean to add new skills taken from the TNE list?
Thanks for the information. I see they had only kept Acrobatics for v2.2. We had an oldest version of the same Character Sheet which includes more skills. I suppose it will be a good idea to upload it again to our site. Anyway, here you have the link to download it:
Kilgs, I agree that the use of "skill cluster" like in TNE, is a more useful way to deal with the skills. An idea I have in mind (both for TNE and for T2K) is to present the skills in the Character Sheet by categories and to "untie" each skill from its attribute. In this way, you could use the more appropriate attribute for each task.
Here is an example using Climbing Skill:
- Trying to locate the most favorable route to climb a rocky wall. INT + Climbing
- Climbing to a three as fast as possible. AGI + Climbing (or STR + Climbing)
- Long climbing route, where endurance is critical. CON + Climbing
I’m interested in your opinion about this option. I’m thinking to produce a new Character Sheet with the skills grouped in categories and use the rule above to make the task rolls.