Everyone knows that a CT target to hit is 8+. In MT, we all know the difficulty numbers.
How is it that players don't know the difficulty?
And...I've always thought that Uncertain Tasks with the UTP don't work well--too fiddly.
Because the "CT to hit is always 8+" is a lie. Not a big one, and only by omission but a lie nonetheless. "CT to Hit is almost always 8+ after all modifiers" - Coup d'grace is the reason for almost always, as it auto-hits.
Players often won't know the modifiers, and hence, some uncertainty.
For non-combat, all bets are off. One published task is 3d for combined STR or less. Several are roll low, many are roll high, skill adds mods at various points (one published task is no bonus until level 2, but a hefty non-climbing one thereafter.
MT uncertain tasks are "Do I know my result" on the player facing side, and did I succeed on the GM side... but they're not for "you don't know how hard it is"... they are for "can you see the effects before they are fixed?"
For MT "You don't know how hard it is," that's really simple: Declare which player facing switches are on, roll the dice, and tell the GM the total. So simple that it didn't make the rulebook.
Speaking of which:
CT, the process has one player input: the P's statement.
MT, the process has two player inputs: the P's statement, and the level of caution (Hasty, normal, Cautious).
In combat, there's also Aimed (which is literally cautious) vs snapfire vs autofire instead of the usual caution level.
CT is more flexible.
MT is more regularized, but in a very open ended way. Of all the codified task systems I've used, it's the best as a general task system. Enough, but not too much, structure.
I make the players roll the time dice. They learn up front what their options are. And I do use "timed threats" from time to time.
I often let players suggest the assets, and then set the difficulty based upon their choices... Open that door with Dex and mechanical but no tools? Formidable. High Energy Weapons and Engineer, with a fusion cutter? Routine if the door can go away, or formidable if you want to be able to close it again.