Very Hot Topic (More than 25 Replies) 2.0 vs 2.1 (Read 8750 times)
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2.0 vs 2.1
Nov 11th, 2010 at 3:43pm
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Has anyone found any specific differences in the 2.1 rules?  I mean besides the 2 extra sections (Shields/Weapon Parrying and the Bandidos y Vigilantes).

I wasn't going to include typos unless they create a change in the rules.

A good example of this is the power Light Control on the combat table.  The 2.0 rules has a base chance to hit of 8.  The 2.1 rules has a base chance to hit of 14.  DSumner asked Jeff Dee about this and was told it was a typo.  However, because it created a change in the rules I would include it here.

This thread is not intended to critique the rule changes, only to provide a list for reference.
« Last Edit: Nov 11th, 2010 at 5:45pm by Display Name »  
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Lord Inar
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Re: 2.0 vs 2.1
Reply #1 - Nov 12th, 2010 at 11:39am
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Wasn't the experience table fixed as well?
  
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Re: 2.0 vs 2.1
Reply #2 - Nov 12th, 2010 at 12:47pm
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Yes!  Thanks!
  
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Re: 2.0 vs 2.1
Reply #3 - Nov 20th, 2010 at 11:34pm
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The damage for bombs has changed.
  
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Re: 2.0 vs 2.1
Reply #4 - Nov 21st, 2010 at 6:33am
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Thanks!

More!  More!
  
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Re: 2.0 vs 2.1
Reply #5 - Nov 27th, 2010 at 11:27am
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The 2.1 rules have updated examples for combat as well.
  
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Re: 2.0 vs 2.1
Reply #6 - Dec 8th, 2010 at 8:48pm
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I just remembered another one:

The entries for CHESS are updated, for example, it says that the acronym for the agency "is commonly mistaken to be the Central Headquarters of Espionage for the Secret Service.  In fact, even President Bush erroneously referred to it as such in a 2003 speech."

There's some other stuff in there that talks about the origin and formation of the organization.
  
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Re: 2.0 vs 2.1
Reply #7 - Dec 9th, 2010 at 1:17am
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Alright!  Don't stop!  Smiley
  
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Re: 2.0 vs 2.1
Reply #8 - Feb 20th, 2011 at 8:11am
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Inventing is now somewhat different. Rather than a straight score of 3x Intelligence listed on the character sheet(in it's place is a line "Inventing:_______" where one lists relevant background, skills, etc. rather than a simple score %) there is now a process detailed in section 6.3. While the average invention still has a base chance of 3x Intelligence, the GM also has to take into account several other factors such as the nature of the invention, whether it is a permanent addition to powers or a one shot device for the scenario etc.
  
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Re: 2.0 vs 2.1
Reply #9 - Apr 25th, 2012 at 2:06am
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I checked the inventing section and it looked identical.  I've re-posted the differences mentioned here in the Yahoo! group under the title "2.0 vs 2.1":
https://groups.yahoo.com/neo/groups/vnvrpg/files

Note, this is the "newer" V&V group in Yahoo!.  It also has a folder called "Magazine Articles" which everyone should check out.
« Last Edit: Dec 14th, 2014 at 6:36am by Display Name »  
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Re: 2.0 vs 2.1
Reply #10 - Apr 25th, 2012 at 11:30am
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i assume there are different example heroes and villains in the combat examples, too. I miss Nomad
  
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Re: 2.0 vs 2.1
Reply #11 - Apr 25th, 2012 at 4:23pm
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We need another V&V comic book.  With Nomad rescuing the Crusaders single-handedly.
  
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Re: 2.0 vs 2.1
Reply #12 - Apr 25th, 2012 at 4:50pm
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There are (new examples).

I missed Indie's post above, but Display Name is correct; Inventing is exactly the same (they just wrote it slightly different on the character sheet).
  
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Re: 2.0 vs 2.1
Reply #13 - Apr 25th, 2012 at 4:58pm
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the plot: Thrills and chills abound as Nomad gets his Library Card back... NOW!
  
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Re: 2.0 vs 2.1
Reply #14 - Apr 25th, 2012 at 5:02pm
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Let him team-up with Lightning Fist. Smiley
  
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Re: 2.0 vs 2.1
Reply #15 - Apr 25th, 2012 at 5:12pm
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Nomad can use his 31 Int to correct LF's numerous math errors lol. seriously tho, whoever was GM of the example fight was a jerk! "Hmmm. Mammoth needs a thug too..."
  
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Re: 2.0 vs 2.1
Reply #16 - Apr 25th, 2012 at 7:16pm
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I liked Nomad as well. I just thought he and LF would make a cool duo, or add them to Condor and Shatterman as an interesting team.
  
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Re: 2.0 vs 2.1
Reply #17 - Apr 25th, 2012 at 7:22pm
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Hmmm! Cool idea! lots of potential. I've been curious to see what Nomad would look like if you applied, oh, 3-5 levels of experience to the lad? maybe an invention or 3 (i mean, cmon, his roll is 93%)
  
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Re: 2.0 vs 2.1
Reply #18 - May 2nd, 2012 at 8:32pm
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so, who are the example heroes & villains who have full stats in 2.1?
  
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Re: 2.0 vs 2.1
Reply #19 - May 2nd, 2012 at 9:18pm
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Why not splurge and pay the $8 (or whatever) and get it yourself, Bill?  Smiley
  
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Re: 2.0 vs 2.1
Reply #20 - May 2nd, 2012 at 10:00pm
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i will, I was just curious in the meantime. basically, the new npc stats and the mexican wrestling rules are all I dont already have, so its admittedly lower on my totem pole of v&v purchase priority than some products.
  
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Re: 2.0 vs 2.1
Reply #21 - May 3rd, 2012 at 2:07pm
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Why not splurge and spend the 3 minutes to answer the question Majestic?   Grin

(I don't have my copy at work or I'd answer it.)
  
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Re: 2.0 vs 2.1
Reply #22 - May 3rd, 2012 at 3:19pm
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Fair enough, though I thought since he had repeated questions it might be easier just to get the document (I don't even remember, but can't one get just a PDF for even cheaper)?

Also, keep in mind that's it got tons of new art as well!

The example of facing has Mouser on it now, as well as using Viridia and The Suit.

The Example of Play uses Gunsmith and Crime Teacher, in a completely new scenario.



« Last Edit: May 3rd, 2012 at 3:19pm by Majestic »  
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Re: 2.0 vs 2.1
Reply #23 - Jul 19th, 2014 at 9:21am
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Display Name wrote on Nov 11th, 2010 at 3:43pm:
A good example of this is the power Light Control on the combat table. The 2.0 rules has a base chance to hit of 8.  The 2.1 rules has a base chance to hit of 14.  DSumner asked Jeff Dee about this and was told it was a typo


Sorry to raise this topic from the dead but, i need a precision on that.
The typo is on the 2.1 rules or the 2.0 one ?
Maybe it's implied in the quote but as English is not my maternal language, i 'm not sure i'm getting it right.

Thanx
  
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Re: 2.0 vs 2.1
Reply #24 - Jul 19th, 2014 at 3:31pm
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The typo is in the 2.1 rules.  Your English is fine, I was just vague!
  
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Re: 2.0 vs 2.1
Reply #25 - Jul 19th, 2014 at 4:40pm
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Ok. Thank you !
  
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Re: 2.0 vs 2.1
Reply #26 - Jul 19th, 2014 at 5:51pm
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Regardless of whether it is a typo or not, I go with the base of 14 for Light Control.....the idea that hitting someone with a beam of light is almost 50% LESS likely than a Power Blast just strikes me as ludicrous. That doesn't take into account any of the other blasty powers like Ice Powers, Disintegration, Flame Powers, Lightning Control, Magnetic Powers, and Vibratory Powers most of which have more than one application of the power aside from an energy projection. I still have no idea why it was felt that a base of 8 was appropriate for Light Control.
  
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Re: 2.0 vs 2.1
Reply #27 - Jul 20th, 2014 at 4:11am
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I think you're right, and i will too now
  
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Re: 2.0 vs 2.1
Reply #28 - Jul 20th, 2014 at 9:08am
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Yeah, when I first pointed out the "change" in Light Control's base to hit number, it actually caused a pretty big debate. At the time I thought it was something Jeff meant to do, and apparently it was a mistake. Several of us argued back and forth about it for a couple of days, over on the MHG forum. The solution I came up with was to run with the 14 for regular Light Control attacks, and use the old number for the "Flash" attack.
  

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Re: 2.0 vs 2.1
Reply #29 - Jul 21st, 2014 at 2:58am
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As to why ...

The ability to emit a blinding flash attack against multiple opponents is a powerful tactical tool. V&V might not have the mathematical equations of Champions but it is my believe Jeff and Jack attempted (as teenagers in the dawn of RPG's Smiley) to create an approximation of that balance in their game.

Just 2 cents Smiley
  

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Re: 2.0 vs 2.1
Reply #30 - Jul 21st, 2014 at 4:05pm
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Yep, I/we do what DSumner suggested, use 14 for the more "focused" attack, and 8 for the blinding flash.

Though it's worth noting that the blinding flash still requires a special to hit, it's still really powerful, being as it can attack in a radius (and for radius attacks like that we play that one miss doesn't mean they all miss).
  
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Re: 2.0 vs 2.1
Reply #31 - Jul 22nd, 2014 at 2:28pm
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Majestic wrote on Jul 21st, 2014 at 4:05pm:
Yep, I/we do what DSumner suggested, use 14 for the more "focused" attack, and 8 for the blinding flash.

Though it's worth noting that the blinding flash still requires a special to hit, it's still really powerful, being as it can attack in a radius (and for radius attacks like that we play that one miss doesn't mean they all miss).


That's the way I seeing playing out, as some players would have faster reactions than others, and would be able to shield themselves from the effects of the attack.
  

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Re: 2.0 vs 2.1
Reply #32 - Jul 23rd, 2014 at 1:16am
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I included this link and post in the text file in the Yahoo! group, but not here, so here it is:
http://monkeyhousegames.com/?page_id=18&mingleforumaction=viewtopic&t=770.0
  
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Re: 2.0 vs 2.1
Reply #33 - Dec 14th, 2014 at 4:49am
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I like 14 for direct, 8 for flash.  Makes the Light attack much more "laser-accurate"!
  
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