David Johansen
Legendary Pubber
- Joined
- May 4, 2017
- Messages
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I think the best thing T2K gave us is force organization, vehicle, and weapon allocations. GDW did the research so you don't have to. Next to that the rules are no big deal.
I did a T2K / Mutant Chronicles inspired game a few years ago, even forced some playtest. I've been noodling around with it just lately. I'd gone with a level based game where experience points were tied directly to time and thus the levels were basically a hidden life path system. You basically listed ten things (skills) that you got +1 / level for and rolled your attributes on 1d6 +7.
I did a T2K / Mutant Chronicles inspired game a few years ago, even forced some playtest. I've been noodling around with it just lately. I'd gone with a level based game where experience points were tied directly to time and thus the levels were basically a hidden life path system. You basically listed ten things (skills) that you got +1 / level for and rolled your attributes on 1d6 +7.