IIRC, the classic BRP skill system was a very sparse universal task system. Basically, normal tasks required a skill roll or less on a d100. GMs were then told to apply whatever modifiers seem appropriate.
This isn't much different conceptually than the 2d/8+ task system implied by CT, and seems far closer to CT than to the modern universal task systems.
Most BRP derived games had a table of difficulty labels with modifiers.
Plus the resistance roll system.
They were more towards a task system rather than the collected skill-specific systems of CT.
My working definition of a task system (they are inherently universal or near universal; if not universal, they are skill systems):
- has a consistent mechanic
- has a system of difficulties
- has a system of modifications for conditions
- has a means of interpreting results consistently
- has a shorthand for recording the abilities and difficulty
This definition is derived from the definition given in one of the games using the term in the 1980's. (I don't recall which one.)
The earliest true task systems IMO are:
FASA-Trek (IIRC)
2300
Star Wars (WEG D6)
BRP derivatives (CoC, RQ3, EQ)
Pendragon (Even tho' it doesn't call it that)
A Skill Resolution System might not be consistent/universal (CT, Space Opera, Space: 1889), might not have labeled difficulties (CT core, original BRP, Space Opera), might not be universal through the game (CT, T&T), Doesn't Include Combat (Palladium, D&D, T&T), no consistent reference mode (Space Opera, Space 1889).
CT has at least 3 separate resolution mechanics through the various books, 2d for 8+, Xd for stat or less, and "if skill X+ may do Y". 2 of these are in the core rules, and the third is in one of the editions core rules.
Whether or not one LIKES task systems is another matter. I think them the most useful mechanic.